Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 24 / 42% |
| Size | small |
| Lifes / Deaths | Killed by Velomima the elven tempest at level 24 on the 1st Allure 123rd year of Ascendancy at 12:30 / 1 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 17 (base 10) |
| Constitution | 42 (base 40) |
| Magic | 55 (base 52) |
| Willpower | 27 (base 13) |
| Cunning | 19 (base 11) |
Resources
| Life | -351/490 |
| Mana | 306/306 |
| Souls | 4/10 |
| Healing Factor | 1.19 |
| Regeneration | 4.4625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 9 |
| See Stealth | 9 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43.666666666667 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.75 |
| Crit Chance | 10% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 20.131727937944 |
| Ranged Defense | 20.131727937944 |
| Fatigue | 1 |
| Physical Save | 39 |
| Spell Save | 43.9 |
| Mental Save | 31.64450726779 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 46% |
| Confusion Resistance | 81% |
| Instadeath Resistance | 100% |
| Poison Resistance | 32% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 206 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 954% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Chant of Fortress |
| talent | Necrotic Aura |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by crimson crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. * 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 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 46. | 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. | 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.' * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 electric eel tail. * You've found the needed ice wyrm tooth. * 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ritch stinger. * You've found the needed pouch of bone giant dust. | active |
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 |
Equipment
| On feet | pair of rough leather boots 'Strikequench' (0 def, 1 armour) pair of rough leather boots 'Strikequench' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 acid Changes resistances: +6% lightning / +6% temporal / +6% acid Changes damage: +6% lightning A pair of boots made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Zubibrema the cashmere wizard hat (2 def, 0 armour) Zubibrema the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +6% mind Physical save: +7 (+3 eff.) Spell save: +20 (+7 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
| Tool | Gloridhema the ash wand of conjuration [power 145] (10 cooldown) Gloridhema the ash wand of conjuration [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% acid See invisible: +3 It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +9 See invisible: +8 Rings can have magical properties. |
| On fingers | marksman's copper ring of fire (+20%) marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Changes stats: +3 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
| Around waist | Dimfame the hardened leather belt Dimfame the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +10% darkness Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
| In main hand | Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | verdant silk robe of life (3 def, 0 armour) verdant silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +2 Con Changes resistances: +8% blight Changes damage: +17% nature Poison immunity: +32% Disease immunity: +35% Life regen: +3.50 Maximum life: +71.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | marshal's cashmere cloak of mindcraft (2 def, 0 armour) marshal's cashmere cloak of mindcraft (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Wil / +4 Cun / +3 Con Physical save: +7 (+3 eff.) Maximum life: +70.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's gold amulet of dexterity (+4) savior's gold amulet of dexterity (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Physical save: +13 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+7 eff.) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the duelist (resist 18%; cure mental)wild infusion of the duelist (resist 18%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (263 fire damage) heat beam rune of the wizard (263 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 262.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
manasurge rune of the wizard (966% regen over 10 turns; 48 instant mana) manasurge rune of the wizard (966% regen over 10 turns; 48 instant mana)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: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 966% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
starlit gold amulet of dexterity (+6) starlit gold amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Dex Changes resistances: +14% light / +15% darkness Blindness immunity: +30% Amulets can have magical properties. |
steel amulet 'Tempestquell' steel amulet 'Tempestquell'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +1 Wil / +6 Cun / +4 Con Changes resistances: +6% lightning Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
rogue's steel ring of arcana(+0.12/turn) rogue's steel ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Silence immunity: +27% Mana each turn: +0.12 Rings can have magical properties. |
steel ring of nature (+24%) steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour) spellcowled cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +6 Mag Spell save: +6 (+2 eff.) Maximum mana: +51.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islyrin the Radiancebrawn (0 def, 4 armour) Islyrin the Radiancebrawn (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+2 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 light / 8 physical Changes stats: +1 Str / +3 Cun / +3 Con Physical save: +14 (+5 eff.) Mental save: +12 (+6 eff.) Life regen: +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Sunblur (0 def, 2 armour)Sunblur (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Str / +1 Dex / +4 Mag / +1 Wil / +6 Cun Changes resistances: +8% light / +8% darkness Changes resistances penetration: +5% light Light radius: +1 Infravision radius: +5 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 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.34 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of strength (+5) (0 def, 4 armour)dwarven-steel helm of strength (+5) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of acid resistance (4 def, 7 armour)cleansing reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +13% blight / +14% nature / +21% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing stralite plate armour of acid resistance (7 def, 13 armour)cleansing stralite plate armour of acid resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes resistances: +20% acid / +18% nature / +14% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield (10 def, 2 armour, 144.5 block)acidic stralite shield (10 def, 2 armour, 144.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 10 acid Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield (10 def, 2 armour, 135 block)shocking stralite shield (10 def, 2 armour, 135 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 17 lightning Talent granted: +4 Block Handheld deflection devices. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
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, 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 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. |
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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Sarrox Reaver the Yeek Necromancer level 20
58th Dusk 122nd year of Ascendancy at 03:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sarrox Reaver the Yeek Necromancer level 18
45th Dusk 122nd year of Ascendancy at 08:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sarrox Reaver the Yeek Necromancer level 20
67th Dusk 122nd year of Ascendancy at 03:14 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sarrox Reaver the Yeek Necromancer level 22
42nd Haze 122nd year of Ascendancy at 10:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sarrox Reaver the Yeek Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 20:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sarrox Reaver the Yeek Necromancer level 20
57th Dusk 122nd year of Ascendancy at 08:44 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sarrox Reaver the Yeek Necromancer level 2
76th Pyre 122nd year of Ascendancy at 04:16 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Sarrox Reaver the Yeek Necromancer level 22
42nd Haze 122nd year of Ascendancy at 12:12 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sarrox Reaver the Yeek Necromancer level 18
41st Dusk 122nd year of Ascendancy at 08:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sarrox Reaver the Yeek Necromancer level 22
64th Haze 122nd year of Ascendancy at 11:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sarrox Reaver the Yeek Necromancer level 22
47th Haze 122nd year of Ascendancy at 21:58 see stats
Log
Select a target to teleport...
Select a teleport location...
The targetted phase door fizzles and works randomly!
Your summoned yeek mindslayer disappears.
Talent Invoke Darkness is ready to use.
The shield around Sarrox Reaver crumbles.
Resting starts...
Your summoned shimmering crystal disappears.
Talent Phase Door is ready to use.
Talent Consume Soul is ready to use.
Sarrox Reaver is no longer surging arcane power.
Talent Rune: Shielding is ready to use.
Talent Dominant Will is ready to use.
Talent Circle of Death is ready to use.
Talent Rune: Shielding is ready to use.
The fabric of space around Sarrox Reaver stabilizes to normal.
Talent Curse of the Meek is ready to use.
Talent Displacement Shield is ready to use.
Talent Wayist is ready to use.
Rested for 65 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the northeast (Velomima the elven tempest)).
Velomima the elven tempest uses Steady Shot.
Thunderstorm hits Sarrox Reaver for 9 lightning damage.
Velomima the elven tempest performs a ranged critical strike against Sarrox Reaver!
Saving game...
