








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 35 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Arawen the swarming horror at level 16 on the 39th Dusk 122nd year of Ascendancy at 10:20 1 / 7Killed by Gluth the vampire lord at level 16 on the 53rd Dusk 122nd year of Ascendancy at 08:06 Killed by Layumira the eternal bone giant at level 16 on the 53rd Dusk 122nd year of Ascendancy at 19:37 Killed by Zubyta the enthralled slave at level 19 on the 31st Haze 122nd year of Ascendancy at 04:40 Killed by Ondesel the thalore at level 21 on the 73rd Haze 122nd year of Ascendancy at 18:25 Killed by mean looking elven guard at level 24 on the 9th Regrowth 123rd year of Ascendancy at 07:57 Killed by Voravena the forest wight at level 28 on the 35th Regrowth 123rd year of Ascendancy at 11:13 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 46 (base 46) |
| Magic | 87 (base 55) |
| Willpower | 75 (base 49) |
| Cunning | 23 (base 11) |
Resources
| Mana | 716/716 |
| Equilibrium | 20 |
| Life | 845/845 |
| Positive | 0/132 |
| Negative | 152/152 |
| Soul | 12/12 |
| Healing Factor | 1.55 |
| Regeneration | 0.38749999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 41.608517953013 |
| See Invisible | 48.608517953013 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 4 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Darkness | +42% |
| Light | +26% |
| Temporal | +26% |
| Fire | +28% |
| Arcane | +15% |
| Mind | +23% |
| All | +10% |
Offense: Damage Penetration
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 30.296932581019 (30%) |
| Defense | 27 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 68 |
| Mental Save | 62 |
Defense: Resistances
| Nature | + 42%( 85%) |
| Darkness | + 44%( 85%) |
| Light | + 21%( 85%) |
| Temporal | + 18%( 85%) |
| Blight | + 34%( 85%) |
| Cold | + 46%( 85%) |
| Mind | + 22%( 85%) |
| All | + 10%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 27% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 332 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 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 1356% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 432 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Star fury | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Advanced necrotic minions | 1.40 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Necrosis | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Elemental Harmony |
| talent | Necrotic Aura |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 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 Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+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: * 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 huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 302. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | scholar's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+4 eff.) Changes stats: +3 Wil Changes resistances: +7% blight / +6% darkness Critical mult.: +10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 28 blight damage or heals 39 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch cashmere wizard hat of the mind (+13%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% mind Changes damage: +13% mind Mana each turn: +1.60 Mana when hit: +1.30 Maximum mana: +63.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 102 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 26 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | conjurer's stralite ring of arcana(+0.30/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Silence immunity: +27% Mana each turn: +0.30 Spellpower: +9 (+3 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | heroic hardened leather gloves of magic (+3) (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Mag Changes damage: +5% arcane Mental save: +8 (+2 eff.) Maximum life: +55.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +10% all Spellpower: +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Uridur the Spiderkill (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature / 12 fire Changes resistances: +15% nature Changes damage: +18% fire Physical save: +10 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | RhulinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +6% darkness / +16% temporal / +6% light / +6% physical Spell save: +20 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +9% Damage Shield penetration: +50% Amulets can have magical properties. |
Inventory
Rune of the Rift (450.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 567.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 Hope0.10 Encumbrance. [Unique] 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. |
BorykathPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances penetration: +15% mind Critical mult.: +3.00% Mental save: +5 (+1 eff.) Blindness immunity: +22% Confusion immunity: +24% Spellpower: +8 (+2 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +8 Rings can have magical properties. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 34 power out of 45/45) : Effective talent level: 3.0 Power cost: 34 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 62.98 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
217 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. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
20 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Erelydedas' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +2 Str Critical mult.: +3.00% Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum life: +25.00 Maximum stamina: +16.00 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 60 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 150 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Glesmurias the Lich Necromancer level 33
1st Time of Balance 123rd year of Ascendancy at 19:14 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Glesmurias the Cornac Necromancer level 16
40th Dusk 122nd year of Ascendancy at 06:21 see stats
Against all odds
Killed Ukruk in the ambush.By Glesmurias the Lich Necromancer level 32
45th Regrowth 123rd year of Ascendancy at 12:44 see stats
Brave new world
Went to the Far East and took part in the war.By Glesmurias the Lich Necromancer level 35
22nd Pyre 123rd year of Ascendancy at 19:09 see stats
Bringer of Doom
Killed a Bringer of Doom.By Glesmurias the Cornac Necromancer level 14
32nd Dusk 122nd year of Ascendancy at 20:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Glesmurias the Cornac Necromancer level 12
15th Dusk 122nd year of Ascendancy at 02:04 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Glesmurias the Lich Necromancer level 34
19th Pyre 123rd year of Ascendancy at 00:23 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Glesmurias the Lich Necromancer level 27
20th Regrowth 123rd year of Ascendancy at 12:05 see stats
Exterminator
Killed 1000 creatures.By Glesmurias the Cornac Necromancer level 18
69th Dusk 122nd year of Ascendancy at 03:50 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Glesmurias the Lich Necromancer level 26
20th Regrowth 123rd year of Ascendancy at 03:07 see stats
Fear me not!
Survived the Fearscape!By Glesmurias the Lich Necromancer level 27
31st Regrowth 123rd year of Ascendancy at 11:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Glesmurias the Cornac Necromancer level 16
40th Dusk 122nd year of Ascendancy at 05:39 see stats
Level 10
Got a character to level 10.By Glesmurias the Cornac Necromancer level 10
9th Mirth 122nd year of Ascendancy at 03:22 see stats
Level 20
Got a character to level 20.By Glesmurias the Cornac Necromancer level 20
36th Haze 122nd year of Ascendancy at 21:46 see stats
Level 30
Got a character to level 30.By Glesmurias the Lich Necromancer level 30
40th Regrowth 123rd year of Ascendancy at 06:13 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Glesmurias the Cornac Necromancer level 24
9th Regrowth 123rd year of Ascendancy at 07:57 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Glesmurias the Lich Necromancer level 33
9th Pyre 123rd year of Ascendancy at 23:16 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Glesmurias the Lich Necromancer level 33
61st Regrowth 123rd year of Ascendancy at 16:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Glesmurias the Cornac Necromancer level 12
7th Dusk 122nd year of Ascendancy at 03:00 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Glesmurias the Lich Necromancer level 25
11st Regrowth 123rd year of Ascendancy at 13:28 see stats
Size matters
Did over 600 damage in one attack.By Glesmurias the Lich Necromancer level 24
10th Regrowth 123rd year of Ascendancy at 16:58 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Glesmurias the Lich Necromancer level 35
19th Pyre 123rd year of Ascendancy at 02:09 see stats
That was close
Killed your target while having only 1 life left.By Glesmurias the Lich Necromancer level 26
20th Regrowth 123rd year of Ascendancy at 02:41 see stats
The Arena
Unlocked Arena mode.By Glesmurias the Cornac Necromancer level 9
2nd Mirth 122nd year of Ascendancy at 17:40 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Glesmurias the Cornac Necromancer level 16
40th Dusk 122nd year of Ascendancy at 06:21 see stats
The secret city
Discovered the truth about mages.By Glesmurias the Cornac Necromancer level 9
4th Mirth 122nd year of Ascendancy at 12:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Glesmurias the Cornac Necromancer level 19
32nd Haze 122nd year of Ascendancy at 05:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Glesmurias the Lich Necromancer level 30
41st Regrowth 123rd year of Ascendancy at 16:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Glesmurias the Cornac Necromancer level 23
4th Regrowth 123rd year of Ascendancy at 16:43 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Glesmurias the Lich Necromancer level 31
44th Regrowth 123rd year of Ascendancy at 15:24 see stats
Log
Personal New Achievement: Brave new world!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)
Ran for 4 turns (stop reason: interesting character).
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.
Ran for 3 turns (stop reason: didn't move).
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
Bought: manasurge rune (1356% regen over 10 turns; 68 instant mana) for 21.17 gold.
You have no more inscription slots.
You are now inscribed with Rune: Manasurge.
Talent Rune: Manasurge is ready to use.
Ran for 2 turns (stop reason: didn't move).
Glesmurias deactivates Defensive Posture.
Glesmurias deactivates Necrotic Aura.
Glesmurias deactivates Blurred Mortality.
Glesmurias deactivates Chant of Fortitude.
Glesmurias deactivates Elemental Harmony.



































































































