
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 30 / 28% |
| Size | huge |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 24 on the 67th Haze 122nd year of Ascendancy at 11:01 4 / 3Killed by skeleton archer at level 25 on the 7th Decay 122nd year of Ascendancy at 20:02 Killed by Silibeth the snow giant boulder thrower at level 28 on the 4th Regrowth 123rd year of Ascendancy at 10:46 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 32 (base 26) |
| Magic | 75 (base 60) |
| Willpower | 55 (base 45) |
| Cunning | 29 (base 11) |
Resources
| Mana | 428/428 |
| Negative | 137/137 |
| Equilibrium | 0 |
| Life | 675/675 |
| Positive | 0/137 |
| Paradox | 170 |
| Souls | 10/10 |
| Healing Factor | 1.2 |
| Regeneration | 0.48 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 13.24715183539 |
| See Invisible | 30.788769546416 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 4 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54.333333333333 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.05 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Physical | +4% |
| Nature | +6% |
| Blight | +4% |
| Arcane | +37% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 29.15 |
| Spell Save | 40.166666666667 |
| Mental Save | 39.7 |
Defense: Resistances
| Darkness | + 22%( 85%) |
| Lightning | + 30%( 85%) |
| Nature | + 13%( 85%) |
| Acid | + 13%( 85%) |
| Fire | + 19%( 85%) |
| Arcane | + 22%( 85%) |
| Cold | + 77%( 85%) |
| All | + 3%( 85%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 275 damage for 3 turns. Its effects scale with your Magic stat. |
| Rune | Effective talent level: 1.0 ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1292% over 10 turns and instantly restoring 65 mana. Its effects scale with your Magic stat. |
Class Talents
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/10 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Keen Senses |
| talent | Blurred Mortality |
| 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. 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 failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
Escort the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
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 Spin Fate (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 the 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. The fortress shadow has asked that you come back as soon as possible. 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: 99. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Eclipsemire (0 def, 4 armour) Eclipsemire (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer is hit: 16 mind Changes resistances penetration: +10% darkness Changes damage: +24% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 It can be used to activate talent Metaflow (costing 40 power out of 40/40) : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Your mastery of the arcane flows allow you to reset the cooldown of 6 of your spells of tier 3 or less. A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
| Tool | 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. |
| 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 | warrior's stralite ring of warding warrior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +17% fire / +26% cold / +18% lightning / +10% acid Rings can have magical properties. |
| 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. The set is complete. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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 | Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Maximum mana: +100.00 Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Description: Throws a huge boulder at a target, damaging it for 38.00 and knocking it back. The damage will increase with the Strength stat Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +5 Con Amulets can have magical properties. |
Inventory
Xanumita XanumitaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Critical mult.: +15.00% Life regen bonus (wilder-summons): +2.00 Rings can have magical properties. |
psionicist's stralite ring of darkness (+26%) psionicist's stralite ring of darkness (+26%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% darkness Changes damage: +13% darkness Mental save: +8 Rings can have magical properties. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite mace of projection (38-53.2 power, 5 apr)warbringer's stralite mace of projection (38-53.2 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +9 mind When wielded/worn: Physical power: +9 Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +17% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
cruel yew starstaff of fate (20-24 power, 4 apr, darkness damage) cruel yew starstaff of fate (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +4 Spell save: +2 Mental save: +2 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff of blasting (25-30 power, 5 apr, darkness damage) ethereal elven-wood starstaff of blasting (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +6 Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Damage Shield penetration: +22% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, fire damage)yew vilestaff (20-24 power, 4 apr, fire damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Forestschism (2 def, 0 armour) Forestschism (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +9% nature / +12% temporal / +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots of evasion (10 def, 3 armour) dreamer's pair of hardened leather boots of evasion (10 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 23% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. |
Adodhema the Morningblow (0 def, 4 armour) Adodhema the Morningblow (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +3 Wil / +3 Cun / +5 Con Damage when the wearer is hit: 8 nature Changes resistances: +3% light Mindpower: +5 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour) stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness Physical save: +5 A pointy cloth hat, very wizardly... |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Glimmerwar GlimmerwarCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Cut immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 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. |
alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +5% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Invokes Sun flare with radius of 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will start dealing 41.28 light damage (radius 4). The damage will increase with the Magic stat. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp bright alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Hakku the Lich Necromancer level 24
77th Haze 122nd year of Ascendancy at 17:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Hakku the Cornac Necromancer level 13
12nd Dusk 122nd year of Ascendancy at 20:04 see stats
Exterminator
Killed 1000 creaturesBy Hakku the Cornac Necromancer level 23
66th Haze 122nd year of Ascendancy at 03:38 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hakku the Lich Necromancer level 27
9th Allure 123rd year of Ascendancy at 00:31 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hakku the Cornac Necromancer level 16
30th Dusk 122nd year of Ascendancy at 16:07 see stats
Level 10
Got a character to level 10.By Hakku the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 19:38 see stats
Level 20
Got a character to level 20.By Hakku the Cornac Necromancer level 20
3rd Haze 122nd year of Ascendancy at 11:13 see stats
Level 30
Got a character to level 30.By Hakku the Lich Necromancer level 30
18th Regrowth 123rd year of Ascendancy at 00:10 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Hakku the Cornac Necromancer level 24
67th Haze 122nd year of Ascendancy at 11:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Hakku the Cornac Necromancer level 20
3rd Haze 122nd year of Ascendancy at 19:18 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hakku the Lich Necromancer level 24
72nd Haze 122nd year of Ascendancy at 10:06 see stats
That was close
Kill your target while having only 1 life left.By Hakku the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 20:07 see stats
The Arena
Unlocked Arena mode.By Hakku the Cornac Necromancer level 7
75th Pyre 122nd year of Ascendancy at 23:56 see stats
The Right thing to do
You did the righteous thing in the ring of blood and disposed of the Blood Master.By Hakku the Cornac Necromancer level 20
36th Haze 122nd year of Ascendancy at 17:47 see stats
The secret city
Discovered the truth about mages.By Hakku the Cornac Necromancer level 13
9th Flare 122nd year of Ascendancy at 07:32 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Hakku the Cornac Necromancer level 20
37th Haze 122nd year of Ascendancy at 06:04 see stats
Treasure Hunter
Amass 1000 gold pieces.By Hakku the Cornac Necromancer level 20
36th Haze 122nd year of Ascendancy at 17:29 see stats
Log
Dreadmaster slows down.
Dreadmaster feels death coming!
Hakku hits dreadmaster for 102 darkness damage.
Skeleton warrior hits dreadmaster for 111 physical damage.
Skeleton warrior killed dreadmaster!
Skeleton archer decays into a pile of ash!
Hakku casts Invoke Darkness.
Talent Create Minions is ready to use.
Talent Fear the Night is ready to use.
You pickup 0.75 gold pieces.
Hakku picks up (d.): warbringer's stralite mace of projection (38-53.2 power, 5 apr).
Talent Invoke Darkness is ready to use.
Talent Necrotic Aura is ready to use.
Talent Rune: Shielding is ready to use.
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Undeath Link is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Keen Senses is ready to use.
Talent Premonition is ready to use.
Talent Rigor Mortis is ready to use.
Talent Blurred Mortality is ready to use.
Talent Impending Doom is ready to use.
Rested for 160 turns (stop reason: all resources and life at maximum).
Hakku activates Keen Senses.
Hakku activates Blurred Mortality.
Hotkey page 2 is now displayed.
Hakku activates Necrotic Aura.
Hotkey page 3 is now displayed.
Hakku activates Premonition.
