Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 25 / 34% |
Size | small |
Lifes / Deaths | Killed by Xeralle the storm drake hatchling at level 20 on the 39th Haze 122nd year of Ascendancy at 14:49 0 / 7Killed by Isledata the snow giant at level 20 on the 43rd Haze 122nd year of Ascendancy at 03:05 Killed by Belitira the sabertooth tiger at level 21 on the 55th Haze 122nd year of Ascendancy at 10:16 Killed by temporal hound at level 25 on the 31st Regrowth 123rd year of Ascendancy at 12:21 Killed by mean looking elven guard at level 25 on the 31st Regrowth 123rd year of Ascendancy at 14:49 Killed by Zubyrin the vampire lord at level 25 on the 38th Regrowth 123rd year of Ascendancy at 09:33 Killed by Zubyrin the vampire lord at level 25 on the 38th Regrowth 123rd year of Ascendancy at 11:45 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 6 (base 10) |
Magic | 59 (base 55) |
Willpower | 42 (base 13) |
Cunning | 89 (base 49) |
Resources
Life | -728/245 |
Mana | 361/454 |
Soul | 12/18 |
Healing Factor | 1.3575435893407 |
Regeneration | 16.629908969423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +112.58159546285% |
Vision
Sight | 10 |
Lite | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 27 |
Accuracy | 22 |
Crit Chance | 28% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +6% |
Arcane | +6% |
Cold | +103% |
All | 0% |
Darkness | +30% |
Light | +30% |
Temporal | +6% |
Physical | +18% |
Mind | +37% |
Fire | +37% |
Nature | +12% |
Offense: Damage Penetration
Lightning | +20% |
Light | +5% |
Blight | +28% |
Arcane | +15% |
Mind | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 7 |
Physical Save | 22 |
Spell Save | 27 |
Mental Save | 40 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Darkness | + 54%( 70%) |
Physical | + 48%( 70%) |
Temporal | + 47%( 70%) |
Lightning | + 56%( 70%) |
Mind | + 46%( 70%) |
Fire | + 55%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 50% |
Confusion Resistance | 85% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 269.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by Layewe the copperhead snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You have been tasked to remove at least one of the 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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. * You've found the needed black mamba head. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Issalach the brass lantern Issalach the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Con Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Duvyruilach (2 def, 0 armour) Duvyruilach (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +13% mind / +18% cold Changes damage: +12% cold / +25% mind / +6% temporal Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | Quenchrace (dig speed 14 turns) Quenchrace (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid / 11 cold Changes stats: +2 Str Changes resistances: +12% blight / +6% arcane / +9% acid Changes resistances penetration: +28% blight Changes damage: +24% cold Maximum life: +28.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | solipsist's copper ring of life solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +8.00 Maximum life: +49.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +2 Mag / +6 Wil / +9 Cun Changes resistances: +20% darkness Changes resistances penetration: +10% mind / +5% light Changes damage: +10% darkness / +12% mind Spellpower: +8 (+2 eff.) Mindpower: +7 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Hanedar the Frozenwill Hanedar the FrozenwillInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +17% lightning / +15% temporal Changes damage: +6% blight / +18% cold Physical save: +7 (+4 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
In main hand | potent yew magestaff of wizardry (24-29 power, 4 apr, cold element) potent yew magestaff of wizardry (24-29 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +24% cold Talent granted: +1 Command Staff Maximum mana: +26.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | Kindlepierce (0 def, 2 armour) Kindlepierce (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Damage (Melee): 8 darkness Damage when hit (Melee): 4 fire Changes stats: +4 Str / +6 Dex / +3 Cun Changes resistances: +7% darkness / +3% fire Changes resistances penetration: +10% darkness Changes damage: +11% darkness / +12% fire Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Boltquick (0 def, 0 armour) Boltquick (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +20% acid / +16% physical / +12% lightning / +13% fire / +15% cold / +5% arcane / +15% all Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +18% acid / +18% physical / +30% light / +10% cold / +25% fire / +6% arcane / +9% darkness Talent cooldown: Refit Golem (-4 turns) Critical mult.: +17.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Zerondur the Mucusreek (2 def, 0 armour) Zerondur the Mucusreek (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Dex Changes resistances: +22% nature / +12% blight Changes damage: +12% nature Reduces incoming crit damage: 15.00% Life regen: +4.00 Light radius: +2 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +11% cold Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
mule's steel ring of frost (+22%) mule's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Rings make your fingers look great! |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Elissra' (dig speed 30 turns) dwarven-steel pickaxe 'Elissra' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +12% nature / +3% physical Changes damage: +6% nature Critical mult.: +20.00% Only die when reaching: -40.00 life Mindpower: +15 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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% Latent Damage Type: Fire 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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Andrew the Yeek Necromancer level 9
6th Dusk 122nd year of Ascendancy at 17:47 see stats
By Andrew the Yeek Necromancer level 24
23rd Regrowth 123rd year of Ascendancy at 05:54 see stats
By Andrew the Yeek Necromancer level 10
6th Haze 122nd year of Ascendancy at 03:24 see stats
By Andrew the Yeek Necromancer level 20
37th Haze 122nd year of Ascendancy at 14:53 see stats
By Andrew the Yeek Necromancer level 24
23rd Regrowth 123rd year of Ascendancy at 08:20 see stats
By Andrew the Yeek Necromancer level 3
76th Pyre 122nd year of Ascendancy at 13:03 see stats
By Andrew the Yeek Necromancer level 10
6th Haze 122nd year of Ascendancy at 04:03 see stats
By Andrew the Yeek Necromancer level 8
8th Flare 122nd year of Ascendancy at 01:32 see stats
By Andrew the Yeek Necromancer level 24
23rd Regrowth 123rd year of Ascendancy at 10:44 see stats
By Andrew the Yeek Necromancer level 17
26th Haze 122nd year of Ascendancy at 10:46 see stats
Log
Andrew hits Zubyrin the vampire lord for 38 cold, 67 darkness (105 total damage).
Melee retaliation hits Zubyrin the vampire lord for 9 acid, 4 light, 5 fire, 8 mind, 7 cold, 9 acid, 4 light, 5 fire, 4 mind, 7 cold (64 total damage).
Zubyrin the vampire lord hits Andrew for (170 absorbed), 85 physical, (4 absorbed), 2 nature, (2 absorbed), 5 darkness, 5 lightning, 14 cold, 219 physical, 7 darkness (338 total damage).
Andrew's Hiemal Shield hits Zubyrin the vampire lord for 21 cold damage.
Andrew receives 406 healing.
Skeleton mage casts Manathrust.
Skeleton mage hits Zubyrin the vampire lord for 292 arcane damage.
Spikes of Decrepitude hits Zubyrin the vampire lord for 12 cold, 21 darkness (33 total damage).
Rotting Disease from Zubyrin the vampire lord hits Andrew for 40 blight damage.
Andrew unleashes a blast of frostdusk as he crosses the veil!
Andrew hits Zubyrin the vampire lord for 38 cold, 67 darkness (105 total damage).
Andrew casts Black Ice.
Andrew's spell attains critical power!
Armoured skeleton warrior is no longer out of phase.
Andrew hits Zubyrin the vampire lord for 157 cold damage.
Bleeding from Andrew hits Zubyrin the vampire lord for 80 physical damage.
Skeleton mage casts Flame.
Zubyrin the vampire lord uses Dual Strike.
Zubyrin the vampire lord performs a melee critical strike against Andrew!
Skeleton mage picks up the remains of its fallen comrade.
Skeleton mage shatters!
Andrew is crippled.
Andrew starts to bleed.
Andrew is stunned!
Zubyrin the vampire lord performs a melee critical strike against Andrew!
Andrew's Ghost Walk is disrupted by his wounds!
Melee retaliation hits Zubyrin the vampire lord for 11 acid, 5 light, 7 fire, 5 mind, 7 cold, 5 acid, 2 light, 3 fire, 2 mind, 3 cold (49 total damage).
Zubyrin the vampire lord hits Andrew for (62 to minion: skeleton mage), 346 physical, (1 to minion: ghoul), 7 darkness, (104 to minion: ghoul), 573 physical (926 total damage).
Andrew the level 25 yeek necromancer was shattered to death by Zubyrin the vampire lord on level 2 of Last Hope Graveyard.