








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 25 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by will o' the wisp at level 11 on the 5th Dusk 122nd year of Ascendancy at 05:42 0 / 8Killed by Celia at level 21 on the 67th Regrowth 123rd year of Ascendancy at 13:31 Killed by gwelgoroth at level 21 on the 77th Regrowth 123rd year of Ascendancy at 23:17 Killed by Jacmer the halfling at level 23 on the 19th Pyre 123rd year of Ascendancy at 07:49 Killed by Acolyte of the Sect of Kryl-Feijan at level 24 on the 27th Pyre 123rd year of Ascendancy at 01:45 Killed by NECROMASTERY at level 25 on the 34th Pyre 123rd year of Ascendancy at 02:47 Killed by Urkis, the High Tempest at level 25 on the 34th Pyre 123rd year of Ascendancy at 09:11 Killed by NECROMASTERY at level 25 on the 42nd Pyre 123rd year of Ascendancy at 09:34 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 33 (base 24) |
| Magic | 87 (base 55) |
| Willpower | 60 (base 17) |
| Cunning | 55 (base 31) |
Resources
| Life | -93/409 |
| Mana | 205/383 |
| Soul | 12/12 |
| Healing Factor | 1.1699507389161 |
| Regeneration | 1.9304187192116 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 10 |
| See Stealth | 77.647895057985 |
| See Invisible | 97.424410011524 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 19 |
| Crit Chance | 25% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +26% |
| Temporal | +5% |
| Nature | +20% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 11 (45%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 55 |
| Mental Save | 57 |
Defense: Resistances
| Darkness | + 33%( 85%) |
| Temporal | + 7%( 85%) |
| Physical | + 11%( 85%) |
| Arcane | + 7%( 85%) |
| Cold | + 74%( 85%) |
| All | 0%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
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 341 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 305 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Grave | 1.50 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dead secrets | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Keen Senses |
| beneficial effect | Reduces cold damage received by 20%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by NECROMASTERY. Escort: repented thief (level 1 of Old Forest) | failed |
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 failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 1 of Dreadfell) | failed |
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 fire dragon that dwelled there. | 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: 68. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of brawn. 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xevea (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +6 (+6 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +4 Con Changes resistances: +2% physical Maximum life: +20.00 Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | elm wand of conjuration 'Mayamira' [power 85] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes resistances: +12% cold / +3% darkness / +1% physical Silence immunity: +10% It can be used to fire a bolt of a random element with (base) damage 42 to 85, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
| On fingers | conjurer's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 18% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 26 light Changes stats: +6 Wil / +5 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
| Around waist | EremekalthorathPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +6 Wil / +4 Mag Stealth bonus: +14 Spell save: +9 (+3 eff.) Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +8% A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+7 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 | temporal hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane / 7 temporal Damage (Ranged): 5 temporal Changes stats: +6 Wil / +4 Mag Changes resistances: +7% arcane / +7% temporal Changes damage: +5% temporal It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mana each turn: +0.13 Maximum mana: +53.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +2 Wil / +1 Mag Critical mult.: +13.00% Stealth bonus: +8 Spell save: +8 (+3 eff.) Maximum mana: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +5 Con Blindness immunity: +18% Life regen: +0.50 Stamina each turn: +0.30 Infravision radius: +2 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
Inventory
starlit steel amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +14% light / +13% darkness Blindness immunity: +22% Amulets can have magical properties. |
emerald ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.rogue's gold ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel longsword (20.5-28.7 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +35 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of amnesia (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of corrosion (+15%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +6 Mag Changes resistances: +15% acid Changes damage: +10% acid Mana each turn: +0.16 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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 80 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By NECROMASTERY the Shalore Necromancer level 15
44th Haze 122nd year of Ascendancy at 15:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By NECROMASTERY the Shalore Necromancer level 13
69th Dusk 122nd year of Ascendancy at 02:25 see stats
Exterminator
Killed 1000 creatures.By NECROMASTERY the Shalore Necromancer level 15
44th Haze 122nd year of Ascendancy at 01:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By NECROMASTERY the Lich Necromancer level 25
34th Pyre 123rd year of Ascendancy at 11:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By NECROMASTERY the Shalore Necromancer level 15
44th Haze 122nd year of Ascendancy at 12:51 see stats
Level 10
Got a character to level 10.By NECROMASTERY the Shalore Necromancer level 10
7th Flare 122nd year of Ascendancy at 05:05 see stats
Level 20
Got a character to level 20.By NECROMASTERY the Shalore Necromancer level 20
42nd Regrowth 123rd year of Ascendancy at 00:33 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By NECROMASTERY the Shalore Necromancer level 25
34th Pyre 123rd year of Ascendancy at 02:47 see stats
Size matters
Did over 600 damage in one attack.By NECROMASTERY the Shalore Necromancer level 21
59th Regrowth 123rd year of Ascendancy at 02:57 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By NECROMASTERY the Shalore Necromancer level 15
44th Haze 122nd year of Ascendancy at 15:08 see stats
That was close
Killed your target while having only 1 life left.By NECROMASTERY the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 03:09 see stats
The Arena
Unlocked Arena mode.By NECROMASTERY the Shalore Necromancer level 11
6th Dusk 122nd year of Ascendancy at 09:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By NECROMASTERY the Shalore Necromancer level 15
44th Haze 122nd year of Ascendancy at 15:08 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By NECROMASTERY the Shalore Necromancer level 18
10th Regrowth 123rd year of Ascendancy at 10:58 see stats
The secret city
Discovered the truth about mages.By NECROMASTERY the Shalore Necromancer level 7
8th Mirth 122nd year of Ascendancy at 18:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By NECROMASTERY the Shalore Necromancer level 21
59th Regrowth 123rd year of Ascendancy at 01:23 see stats
Log
NECROMASTERY's Chill of the Tomb hits NECROMASTERY for 70 cold damage.
NECROMASTERY's Chill of the Tomb hits Will o' the wisp for 61 cold damage.
NECROMASTERY's Chill of the Tomb killed Will o' the wisp!
The protective shield of NECROMASTERY disappears.
Talent Chill of the Tomb is ready to use.
NECROMASTERY casts Chill of the Tomb.
NECROMASTERY casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Step 2
NECROMASTERY's Chill of the Tomb hits Will o' the wisp for 61 cold damage.
NECROMASTERY's Chill of the Tomb hits Will o' the wisp for 61 cold damage.
NECROMASTERY's Chill of the Tomb hits Will o' the wisp for 61 cold damage.
NECROMASTERY's Chill of the Tomb hits NECROMASTERY for 70 cold damage.
NECROMASTERY's Chill of the Tomb killed Will o' the wisp!
The protective shield of NECROMASTERY disappears.
Chill of the Tomb is still on cooldown for 1 turns.
Talent Chill of the Tomb is ready to use.
NECROMASTERY casts Chill of the Tomb.
NECROMASTERY's spell attains critical power!
NECROMASTERY shrugs off the critical damage!
NECROMASTERY casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...
































































