








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Exploration |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 29 / 19% |
Size | medium |
Lifes / Deaths | Killed by Aurciie the krog at level 8 on the 1st Pyre 123rd year of Ascendancy at 14:34 / 38Killed by Roell the dwarf at level 8 on the 63rd Dusk 123rd year of Ascendancy at 18:37 Killed by Eddior the giant at level 11 on the 5th Allure 124th year of Ascendancy at 11:48 Killed by Bodnh the krog at level 11 on the 40th Regrowth 124th year of Ascendancy at 01:12 Killed by Evon the krog at level 11 on the 51st Regrowth 124th year of Ascendancy at 16:02 Killed by Spsimrel the shalore at level 12 on the 70th Regrowth 124th year of Ascendancy at 23:28 Killed by Ustimel the halfling at level 14 on the 10th Pyre 124th year of Ascendancy at 03:53 Killed by Oswelon the dwarf at level 14 on the 22nd Dusk 124th year of Ascendancy at 18:14 Killed by Iveritira the treant at level 15 on the 29th Dusk 124th year of Ascendancy at 03:01 Killed by Xuvena the ghast at level 18 on the 35th Haze 124th year of Ascendancy at 18:18 Killed by Adudhewe the oozing horror at level 18 on the 36th Haze 124th year of Ascendancy at 21:10 Killed by Assassin Lord at level 19 on the 45th Haze 124th year of Ascendancy at 18:40 Killed by Jornta the dwarf at level 20 on the 8th Decay 124th year of Ascendancy at 04:33 Killed by Rsmadir the krog at level 20 on the 5th Regrowth 125th year of Ascendancy at 23:43 Killed by fearful symmetry at level 20 on the 48th Pyre 125th year of Ascendancy at 15:01 Killed by boiling horror at level 20 on the 49th Pyre 125th year of Ascendancy at 06:36 Killed by Eilinileba the large white snake at level 22 on the 33rd Dusk 125th year of Ascendancy at 17:13 Killed by The Fragmented Essence of Harkor'Zun at level 22 on the 36th Dusk 125th year of Ascendancy at 05:47 Killed by Xanuvena the ghast at level 24 on the 1st Haze 125th year of Ascendancy at 05:27 Killed by Xeruthra the eternal bone giant at level 24 on the 6th Haze 125th year of Ascendancy at 23:20 Killed by Xeruthra the eternal bone giant at level 24 on the 7th Haze 125th year of Ascendancy at 03:15 Killed by Dindir the thalore at level 24 on the 24th Haze 125th year of Ascendancy at 09:54 Killed by Celia at level 24 on the 38th Haze 125th year of Ascendancy at 10:18 Killed by Celia at level 24 on the 38th Haze 125th year of Ascendancy at 12:28 Killed by armoured skeleton warrior at level 24 on the 38th Haze 125th year of Ascendancy at 15:20 Killed by Abedbor the krog at level 24 on the 54th Haze 125th year of Ascendancy at 04:29 Killed by elven corruptor at level 25 on the 67th Haze 125th year of Ascendancy at 22:26 Killed by elven corruptor at level 25 on the 67th Haze 125th year of Ascendancy at 22:33 Killed by Belaba the elven cultist at level 26 on the 69th Haze 125th year of Ascendancy at 18:58 Killed by Cyremiwe the mean looking elven guard at level 26 on the 70th Haze 125th year of Ascendancy at 23:45 Killed by elven corruptor at level 26 on the 71st Haze 125th year of Ascendancy at 02:46 Killed by elven blood mage at level 26 on the 71st Haze 125th year of Ascendancy at 08:02 Killed by elven cultist at level 26 on the 72nd Haze 125th year of Ascendancy at 02:40 Killed by Eilinonne the elven guard at level 26 on the 78th Haze 125th year of Ascendancy at 02:41 Killed by elven cultist at level 26 on the 78th Haze 125th year of Ascendancy at 05:56 Killed by steamgun turret at level 28 on the 2nd Wintertide 126th year of Ascendancy at 17:43 Killed by flame turret at level 28 on the 2nd Wintertide 126th year of Ascendancy at 21:13 Killed by Yvydhemira the Guardian at level 28 on the 1st Allure 126th year of Ascendancy at 19:07 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 22 (base 10) |
Constitution | 10 (base 10) |
Magic | 87 (base 60) |
Willpower | 35 (base 13) |
Cunning | 87 (base 56) |
Resources
Life | 306/306 |
Mana | 410/410 |
Soul | 12/13 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 42.450402445479 |
See Invisible | 51.450402445479 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 16 |
Crit Chance | 36% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +94% |
Light | +48% |
Blight | +20% |
Arcane | +13% |
Fire | +26% |
All | +8% |
Offense: Damage Penetration
Darkness | +35% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 57 |
Mental Save | 65 |
Defense: Resistances
Darkness | + 70%( 70%) |
Light | + 26%( 70%) |
Temporal | + 28%( 70%) |
Fire | + 21%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 33%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 21% |
Bleed Resistance | 100% |
Teleport Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 314 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% 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 Cunning stat. |
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 330 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Erupting Shadows |
talent | Grim Shadow |
talent | Secrets of the Eternals |
talent | Hiemal 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 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | 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. * You have ascended to 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 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: 77. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. * 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 vial of squid ink. * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed bear paw. * You've found the needed bloated horror heart. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within3 lumberjacks have died. | 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag Changes resistances: +3% temporal Silence immunity: +21% Confusion immunity: +41% Stun/Freeze immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 A pair of boots made of leather. |
Light source | ![]() Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 107, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 424.86 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Dex Changes resistances: +31% darkness / +6% fire Changes damage: +12% blight / +18% fire / +18% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered 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 (+4 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 120 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 25 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +25% darkness / +20% light Changes damage: +6% light / +18% darkness Mental save: +11 (+3 eff.) Confusion immunity: +29% Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Damage (Melee): 22 fire Maximum wards: +3 darkness Changes damage: +15% darkness Talents granted: +1 Ward +1 Command Staff Critical mult.: +19.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +2% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +2 Str / +3 Dex / +5 Mag / +5 Wil / +4 Cun Changes resistances: +3% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+3 eff.) Spellpower: +5 (+1 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all Changes damage: +10% darkness / +9% light / +8% all Spellpower: +18 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +10% darkness / +11% temporal Spell save: +5 (+2 eff.) Maximum mana: +44.00 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A stylish kruk-style cloak, to look awesome. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 40% Damage when hit (Melee): 2 acid Changes resistances: +3% light / +3% darkness Changes damage: +12% darkness Light radius: +3 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +2 Cun / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +2 Dex / +2 Mag Changes damage: +9% arcane Reduces incoming crit damage: 5.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 52 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 140 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. |
![]() Powered 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +4 Dex Changes resistances: +6% mind Changes damage: +15% physical Psi when hit: +0.08 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 4 lightning Changes resistances penetration: +15% lightning Changes damage: +12% lightning It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Wil Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Damage Shield penetration: +30% It can be used to reveal the area around you, dispelling darkness (radius 10, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Lisina the Shalore Necromancer level 22
35th Dusk 125th year of Ascendancy at 19:35 see stats
By Lisina the Shalore Necromancer level 7
16th Regrowth 123rd year of Ascendancy at 15:26 see stats
By Lisina the Shalore Necromancer level 22
36th Dusk 125th year of Ascendancy at 07:39 see stats
By Lisina the Shalore Necromancer level 17
46th Dusk 124th year of Ascendancy at 21:21 see stats
By Lisina the Shalore Necromancer level 23
77th Dusk 125th year of Ascendancy at 01:34 see stats
By Lisina the Shalore Necromancer level 21
51st Pyre 125th year of Ascendancy at 13:21 see stats
By Lisina the Shalore Necromancer level 10
78th Dusk 123rd year of Ascendancy at 09:24 see stats
By Lisina the Shalore Necromancer level 20
45th Haze 124th year of Ascendancy at 22:29 see stats
By Lisina the Lich Necromancer level 25
67th Haze 125th year of Ascendancy at 22:26 see stats
By Lisina the Shalore Necromancer level 20
46th Haze 124th year of Ascendancy at 02:51 see stats
By Lisina the Lich Necromancer level 27
78th Haze 125th year of Ascendancy at 18:12 see stats
By Lisina the Lich Necromancer level 26
70th Haze 125th year of Ascendancy at 23:37 see stats
By Lisina the Shalore Necromancer level 5
36th Dusk 122nd year of Ascendancy at 04:35 see stats
By Lisina the Shalore Necromancer level 6
6th Regrowth 123rd year of Ascendancy at 17:33 see stats
By Lisina the Shalore Necromancer level 7
34th Regrowth 123rd year of Ascendancy at 16:24 see stats
By Lisina the Shalore Necromancer level 22
37th Dusk 125th year of Ascendancy at 08:52 see stats
By Lisina the Shalore Necromancer level 13
78th Regrowth 124th year of Ascendancy at 09:06 see stats
Log
Resting starts...
Lisina is no longer surging arcane power.
Talent Night Sphere is ready to use.
Your hiemal shield regenerates to full!
Talent Dire Plague is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lisina picks up (a.): healing infusion of the psychic (heal 129; cd 13).
Lisina picks up (g.): radiant stralite mail armour of Eyal (4 def, 8 armour).
Lisina picks up (c.): warbringer's stralite battleaxe of paradox (157% power, 3 apr).
Today is the 24th Pyre of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 18 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
You gain 0.01 gold from the transmogrification of duelist's reinforced leather armour of natural resilience (17 def, 12 armour).
You gain 0.01 gold from the transmogrification of radiant stralite mail armour of Eyal (4 def, 8 armour).
You gain 0.00 gold from the transmogrification of pulsing mindstar of disruption (108% power, 32 apr, mind damage).
You gain 0.00 gold from the transmogrification of nature's pulsing mindstar of clarity (104% power, 32 apr, nature damage).
You gain 0.01 gold from the transmogrification of warbringer's stralite battleaxe of paradox (157% power, 3 apr).
You gain 0.00 gold from the transmogrification of healing infusion of the psychic (heal 129; cd 13).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.