Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 24 / 32% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 24 on the 18th Haze 122nd year of Ascendancy at 05:49 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 45 (base 43) |
Magic | 65 (base 54) |
Willpower | 19 (base 13) |
Cunning | 17 (base 11) |
Resources
Life | -878/227 |
Mana | 262/306 |
Soul | 8/12 |
Healing Factor | 1.5111689881047 |
Regeneration | 0.37779224702618 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 25 |
Accuracy | 24 |
Crit Chance | 11% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +29% |
Blight | +6% |
Cold | +58% |
Darkness | +6% |
Offense: Damage Penetration
Acid | +10% |
Mind | +10% |
Cold | +48% |
Defense: Base
Armour (hardiness) | 3 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 28 |
Mental Save | 18 |
Defense: Resistances
Lightning | + 32%( 70%) |
Light | + 57%( 70%) |
Temporal | + 32%( 70%) |
Darkness | + 30%( 70%) |
Cold | + 47%( 70%) |
Mind | + 30%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 123 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You 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 failed to protect the injured seer from death by Lisuda the snow giant. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * 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: 126. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. 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 hummerhorn wing. * You've found the needed honey tree root. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Flashwish (0 def, 1 armour) Flashwish (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal / +3% mind Changes damage: +6% light Light radius: +2 A pair of boots made of leather. |
Light source | Xanurilaith the Freezepython Xanurilaith the FreezepythonInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +15% cold Changes damage: +6% cold Physical save: +6 (+3 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +26% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | spellwoven linen wizard hat of light (+16%) (1 def, 0 armour) spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% light Changes damage: +11% light Mana each turn: +0.13 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | piercing elven-wood totem of healing [power 386] (15 cooldown) piercing elven-wood totem of healing [power 386] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Layarethra the copper ring Layarethra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 2 blight Changes stats: +1 Cun / +2 Dex Changes damage: +6% blight Spell crit. chance: +3% Rings make your fingers look great! |
On fingers | wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Rings make your fingers look great! |
Around waist | Sleetblast SleetblastCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% cold Changes resistances penetration: +10% mind / +25% cold Changes damage: +12% cold Damage against: +17% Summoned Reduced damage from: +32% Summoned A belt that goes around your waist. |
In main hand | Halaromichik the Duathelmire (25-30 power, 5 apr, cold element) Halaromichik the Duathelmire (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +31 (+11 eff.) Changes resistances penetration: +10% acid Changes damage: +15% acid / +25% cold / +6% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +21 (+7 eff.) Spell crit. chance: +9% Damage Shield penetration: +35% Damage Shield Power: +23% Staves designed for wielders of magic, by the greats of the art. |
On hands | polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes stats: +4 Dex Changes resistances: +5% cold Changes damage: +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | resilient kruk cloak of implacability (0 def, 0 armour) resilient kruk cloak of implacability (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +32.00 A stylish kruk-style cloak, to look awesome. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 344 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
3 onyx 3 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. |
10 aquamarine 10 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. |
7 opal 7 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Oliran the voratun pickaxe (dig speed 10 turns) Oliran the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +3 Defense: +11 (+4 eff.) Changes stats: +5 Str Changes resistances: +7% physical / +14% nature / +6% fire Changes damage: +7% nature Disarm immunity: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
bright brass lantern of corpselight bright brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% darkness Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +6 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 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 27 blight damage or heals 38 life. Creatures standing in the retch also have 17% 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. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 142.85 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 after 40 turns Activation costs 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 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) Activation costs 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. |
Emeludann the stralite torque of clear mind [power 4] (25 cooldown) Emeludann the stralite torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +5% arcane Changes damage: +9% temporal It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. * Heal for 44. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
quartz 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. |
Achievements
By Jahy-sama the Shalore Necromancer level 16
38th Dusk 122nd year of Ascendancy at 11:33 see stats
By Jahy-sama the Shalore Necromancer level 17
39th Dusk 122nd year of Ascendancy at 23:56 see stats
By Jahy-sama the Shalore Necromancer level 19
44th Dusk 122nd year of Ascendancy at 11:41 see stats
By Jahy-sama the Shalore Necromancer level 10
10th Mirth 122nd year of Ascendancy at 06:57 see stats
By Jahy-sama the Shalore Necromancer level 20
58th Dusk 122nd year of Ascendancy at 08:22 see stats
By Jahy-sama the Shalore Necromancer level 21
74th Dusk 122nd year of Ascendancy at 00:28 see stats
By Jahy-sama the Shalore Necromancer level 23
12nd Haze 122nd year of Ascendancy at 04:06 see stats
By Jahy-sama the Shalore Necromancer level 19
44th Dusk 122nd year of Ascendancy at 08:59 see stats
By Jahy-sama the Shalore Necromancer level 1
78th Pyre 122nd year of Ascendancy at 21:02 see stats
By Jahy-sama the Shalore Necromancer level 7
3rd Mirth 122nd year of Ascendancy at 22:56 see stats
By Jahy-sama the Shalore Necromancer level 22
4th Haze 122nd year of Ascendancy at 15:21 see stats
By Jahy-sama the Shalore Necromancer level 12
3rd Dusk 122nd year of Ascendancy at 17:18 see stats
By Jahy-sama the Shalore Necromancer level 24
14th Haze 122nd year of Ascendancy at 18:06 see stats
By Jahy-sama the Shalore Necromancer level 17
39th Dusk 122nd year of Ascendancy at 19:16 see stats
Log
Jahy-sama's desolate waste area effect hits Celia for 16 cold damage.
Jahy-sama's desolate waste area effect hits Armoured skeleton warrior for 22 cold damage.
Jahy-sama's desolate waste area effect hits Ghoulking for 23 cold damage.
Jahy-sama's desolate waste area effect hits Ghast for 23 cold damage.
Jahy-sama's desolate waste area effect hits Celia for 16 cold damage.
Jahy-sama's desolate waste area effect hits Armoured skeleton warrior for 22 cold damage.
Jahy-sama's desolate waste area effect hits Ghoulking for 23 cold damage.
Jahy-sama's desolate waste area effect hits Ghast for 23 cold damage.
Jahy-sama's desolate waste area effect hits Celia for 16 cold damage.
Jahy-sama's desolate waste area effect hits Armoured skeleton warrior for 22 cold damage.
Jahy-sama's desolate waste area effect hits Ghoulking for 23 cold damage.
Jahy-sama's desolate waste area effect hits Ghast for 23 cold damage.
Rotting Disease from Celia hits Skeleton master archer for 24 cold damage.
Ghast misses Heavy bone giant.
Dread activates Blur Sight.
Dread stops bleeding.
Skeleton master archer hits Ghast for 12 physical damage.
Impending Doom from Celia hits Jahy-sama for 0 cold, 0 cold (0 total damage).
Armoured skeleton warrior receives 30 healing from Rime Wraith from Celia.
Decrepitude Disease from Celia hits Jahy-sama for 24 cold damage.
Bleeding from Jahy-sama hits Celia for 27 physical damage.
Frost Cut from Jahy-sama hits Ghast for 91 cold damage.
Frost Cut from Jahy-sama hits Celia for 63 cold damage.
Frost Cut from Jahy-sama hits Ghoulking for 91 cold damage.
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Frost Cut from Jahy-sama killed Ghoulking!
Frost Cut from Jahy-sama killed Ghast!
Celia hits Jahy-sama for 575 cold damage.
Jahy-sama the level 24 shalore necromancer was frozen to death by Celia on level 2 of Last Hope Graveyard.