Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 24 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 29th Haze 122nd year of Ascendancy at 11:54 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 11 (base 10) |
| Constitution | 31 (base 24) |
| Magic | 59 (base 49) |
| Willpower | 57 (base 39) |
| Cunning | 19 (base 11) |
Resources
| Life | -53/485 |
| Mana | 259/479 |
| Positive | 0/119 |
| Souls | 0/10 |
| Healing Factor | 1.42 |
| Regeneration | 82.5872 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 5.2793587551288 |
| See Invisible | 12.270181702778 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 5 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44.666666666667 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.75 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +22% |
| Light | +10% |
| Physical | +9% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 32 (50%) |
| Defense | 9.35 |
| Ranged Defense | 9.35 |
| Fatigue | 6 |
| Physical Save | 28.225 |
| Spell Save | 35.3 |
| Mental Save | 23.3 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 16%( 70%) |
| Arcane | + 10%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Blind Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 929% over 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Keen Senses |
| talent | Necrotic Aura |
| beneficial effect | A flow of life spins around the target, regenerating 56.76 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 29.09 to 87.27 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | Reduces lightning damage received by 19%. 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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 42. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Stire of Derth in creating an elixir of avoidance. 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 orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of fire wyrm saliva. 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 xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed storm wyrm claw. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 |
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 | Camunik (0 def, 10 armour) Camunik (0 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +3 Wil / +3 Mag Changes resistances: +1% physical / +6% cold Stealth bonus: +8 Physical save: +12 New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap of knowledge (0 def, 1 armour) rough leather cap of knowledge (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Mindpower: +4 A cap made of leather. |
| Tool | Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 19/100. The very essence of bearness! |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 | Neryvena (22-26.4 power, 4 apr, darkness damage) Neryvena (22-26.4 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +1 Wil Damage when the wearer hits(melee): 2 mind Changes resistances penetration: +15% mind Changes damage: +22% darkness Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of the starseeker (0 def, 1 armour) rough leather gloves of the starseeker (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +6% darkness / +6% light Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 69.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant hardened leather armour of Eyal (3 def, 6 armour) radiant hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +10% darkness / +17% blight Life regen: +0.70 Maximum life: +49.00 Light radius: +1 Healing mod.: +12% A suit of armour made of leather. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 8/50) : Effective talent level: 1.2 Power cost: 50 out of 8/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 94.35 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +0.30 Mana each turn: +0.19 Maximum mana: +23.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. steel mace (16-22.4 power, 3 apr)steel mace (16-22.4 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering vined mindstar (5.5-6.05 power, 18 apr, mind damage)hungering vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +1.00 Mindpower: +2 Mental crit. chance: +2% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. earthen ash magestaff of might (15-18 power, 3 apr, arcane damage)earthen ash magestaff of might (15-18 power, 3 apr, arcane damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +3 Spellpower: +6 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of the hunt (2 def, 0 armour)murderer's cashmere cloak of the hunt (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 Armour penetration: +5 Defense: +2 Fatigue: -8% Changes stats: +2 Cun / +2 Dex Maximum life: +51.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.77 to 131.31 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. radiant hardened leather armour of acid resistance (3 def, 6 armour)radiant hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +3 Wil Damage when the wearer is hit: 6 light Changes resistances: +13% blight / +18% darkness / +19% acid Light radius: +1 A suit of armour made of leather. |
50 alchemist agate 50 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of wreckage (dig speed 16 turns)dwarven-steel pickaxe of wreckage (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +2 Str It can be used to dig a wall, cut a tree, ..., placing all other charms into a 1 cooldown. Allows you to dig a wall, remove a tree, create ways. |
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. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Zanehek of conjuration [power 169] (6 cooldown) Zanehek of conjuration [power 169] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 12 blight Changes resistances penetration: +5% arcane Changes damage: +12% arcane It can be used to fire a bolt of a random element (dam 84-169), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Fark Donnels the Higher Necromancer level 19
64th Dusk 122nd year of Ascendancy at 11:30 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fark Donnels the Higher Necromancer level 22
1st Haze 122nd year of Ascendancy at 12:00 see stats
Exterminator
Killed 1000 creatures.By Fark Donnels the Higher Necromancer level 17
23rd Dusk 122nd year of Ascendancy at 17:07 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fark Donnels the Higher Necromancer level 23
24th Haze 122nd year of Ascendancy at 18:31 see stats
Level 10
Got a character to level 10.By Fark Donnels the Higher Necromancer level 10
4th Flare 122nd year of Ascendancy at 14:16 see stats
Level 20
Got a character to level 20.By Fark Donnels the Higher Necromancer level 20
64th Dusk 122nd year of Ascendancy at 11:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Fark Donnels the Higher Necromancer level 17
23rd Dusk 122nd year of Ascendancy at 17:28 see stats
The Arena
Unlocked Arena mode.By Fark Donnels the Higher Necromancer level 5
78th Pyre 122nd year of Ascendancy at 04:57 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Fark Donnels the Higher Necromancer level 20
71st Dusk 122nd year of Ascendancy at 12:51 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fark Donnels the Higher Necromancer level 18
42nd Dusk 122nd year of Ascendancy at 19:37 see stats
The secret city
Discovered the truth about mages.By Fark Donnels the Higher Necromancer level 13
6th Dusk 122nd year of Ascendancy at 02:03 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Fark Donnels the Higher Necromancer level 22
74th Dusk 122nd year of Ascendancy at 01:03 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Fark Donnels the Higher Necromancer level 18
42nd Dusk 122nd year of Ascendancy at 15:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fark Donnels the Higher Necromancer level 20
71st Dusk 122nd year of Ascendancy at 15:43 see stats
Log
Fark Donnels starts regenerating health quickly.
Skeleton mage is not dazed anymore.
Ghast is not dazed anymore.
Skeleton master archer is not dazed anymore.
Ghoulking is not dazed anymore.
Fark Donnels is not dazed anymore.
Skeleton mage casts Flame.
Urkis, the High Tempest is on fire!
Ghast is not dazed anymore.
Skeleton master archer uses Reload.
Urkis, the High Tempest hits skeleton master archer for 61 lightning, 59 lightning, 63 lightning damage (total 181.43).
Urkis, the High Tempest hits ghast for 59 lightning, 63 lightning damage (total 120.84).
Urkis, the High Tempest hits skeleton mage for 61 lightning, 59 lightning, 63 lightning damage (total 181.43).
Urkis, the High Tempest hits Fark Donnels for 57 lightning, 56 lightning, 59 lightning damage (total 169.89).
Urkis, the High Tempest hits ghoulking for 61 lightning, 59 lightning, 63 lightning damage (total 181.43).
Urkis, the High Tempest hits ghast for 61 lightning, 59 lightning, 63 lightning damage (total 181.43).
Ghoulking hits Urkis, the High Tempest for 16 physical damage.
Skeleton mage hits Urkis, the High Tempest for 54 fire damage.
Fark Donnels stops surging mana.
Urkis, the High Tempest hits skeleton master archer for 73 lightning damage.
Urkis, the High Tempest hits Fark Donnels for 69 lightning damage.
Urkis, the High Tempest hits ghoulking for 73 lightning damage.
Urkis, the High Tempest hits skeleton mage for 73 lightning damage.
Skeleton warrior is not dazed anymore.
Skeleton warrior is caught inside a Hurricane.
Urkis, the High Tempest is caught inside a Hurricane.
Urkis, the High Tempest casts Freeze.
Saving done.
Saving done.
Saving game...
