
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 31 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by MJ the Lame at level 13 on the 12nd Profit 122nd year of Ascendancy at 22:42 / 35Killed by snow giant boulder thrower at level 15 on the 23rd Profit 122nd year of Ascendancy at 16:55 Killed by Rantha the Worm at level 16 on the 25th Profit 122nd year of Ascendancy at 22:49 Killed by Rantha the Worm at level 16 on the 26th Profit 122nd year of Ascendancy at 01:25 Killed by Dolasis the Invoker at level 20 on the 20th Wealth 122nd year of Ascendancy at 03:51 Killed by Arheval the Bringer of Doom at level 20 on the 20th Wealth 122nd year of Ascendancy at 05:15 Killed by Arheval the Bringer of Doom at level 20 on the 20th Wealth 122nd year of Ascendancy at 08:04 Killed by Arheval the Bringer of Doom at level 20 on the 20th Wealth 122nd year of Ascendancy at 11:16 Killed by Arheval the Bringer of Doom at level 20 on the 20th Wealth 122nd year of Ascendancy at 13:24 Killed by Celia at level 20 on the 43rd Dearth 122nd year of Ascendancy at 01:28 Killed by armoured skeleton warrior at level 20 on the 43rd Dearth 122nd year of Ascendancy at 03:41 Killed by Celia at level 20 on the 43rd Dearth 122nd year of Ascendancy at 03:58 Killed by armoured skeleton warrior at level 20 on the 43rd Dearth 122nd year of Ascendancy at 05:55 Killed by Celia at level 20 on the 43rd Dearth 122nd year of Ascendancy at 09:03 Killed by Urkis, the High Tempest at level 23 on the 9th Gold 123rd year of Ascendancy at 12:45 Killed by Urkis, the High Tempest at level 23 on the 9th Gold 123rd year of Ascendancy at 20:04 Killed by Urkis, the High Tempest at level 23 on the 10th Gold 123rd year of Ascendancy at 01:55 Killed by Urkis, the High Tempest at level 23 on the 10th Gold 123rd year of Ascendancy at 03:20 Killed by Celia at level 24 on the 29th Gold 123rd year of Ascendancy at 05:01 Killed by Celia at level 24 on the 29th Gold 123rd year of Ascendancy at 10:32 Killed by armoured skeleton warrior at level 24 on the 29th Gold 123rd year of Ascendancy at 14:06 Killed by Celia at level 24 on the 29th Gold 123rd year of Ascendancy at 17:51 Killed by Celia at level 24 on the 29th Gold 123rd year of Ascendancy at 19:57 Killed by armoured skeleton warrior at level 24 on the 29th Gold 123rd year of Ascendancy at 23:30 Killed by Elona the skeleton archer at level 24 on the 20th Stralite 123rd year of Ascendancy at 13:54 Killed by Poltergeist Spellblaze Shard at level 24 on the 21st Stralite 123rd year of Ascendancy at 10:02 Killed by Bethetha the ghoul at level 25 on the 23rd Stralite 123rd year of Ascendancy at 01:48 Killed by poison spore at level 26 on the 28th Stralite 123rd year of Ascendancy at 11:41 Killed by armoured skeleton warrior at level 28 on the 4th Voratun 123rd year of Ascendancy at 06:27 Killed by forge-giant at level 28 on the 6th Voratun 123rd year of Ascendancy at 16:54 Killed by forge-giant at level 28 on the 6th Voratun 123rd year of Ascendancy at 17:31 Killed by forge-giant at level 28 on the 7th Voratun 123rd year of Ascendancy at 00:48 Killed by daelach at level 29 on the 7th Voratun 123rd year of Ascendancy at 07:56 Killed by uruivellas at level 29 on the 7th Voratun 123rd year of Ascendancy at 13:26 Killed by forge-giant at level 29 on the 7th Voratun 123rd year of Ascendancy at 15:13 |
Primary Stats
| Strength | 38 (base 13) |
| Dexterity | 42 (base 15) |
| Constitution | 39 (base 20) |
| Magic | 73 (base 60) |
| Willpower | 73 (base 35) |
| Cunning | 48 (base 19) |
Resources
| Life | 725/725 |
| Mana | 615/615 |
| Soul | 12/13 |
| Healing Factor | 1.3162543368031 |
| Regeneration | 8.2265896050195 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 38.989687335918 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 44 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Arcane | +27% |
| Cold | +6% |
| All | 0% |
| Darkness | +6% |
| Light | +28% |
| Physical | +12% |
| Fire | +12% |
| Nature | +20% |
Offense: Damage Penetration
| Physical | +8% |
| Fire | +15% |
| Mind | +5% |
| Blight | +10% |
| Arcane | +15% |
| Cold | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 9 |
| Physical Save | 42 |
| Spell Save | 59 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 50%( 70%) |
| Lightning | + 41%( 70%) |
| Fire | + 12%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 312 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (615 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 306 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Hiemal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You failed to protect the injured seer from death by Porurina the xorn. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Ivariawe the orc necromancer. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * 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: 140. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Korydunaldil the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +6 Wil Changes resistances penetration: +15% arcane / +8% physical Changes damage: +27% arcane / +6% acid Mindpower: +16 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | 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.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Shadowwrither the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +1 Wil / +1 Con Changes damage: +6% darkness / +3% fire See invisible: +6 A cap made of leather. |
| Tool | Rainmoon (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Str Changes resistances: +7% physical Changes resistances penetration: +15% cold Changes damage: +6% cold Mindpower: +25 (+6 eff.) Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BeriruikhadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+9 eff.) Physical power: +7 (+2 eff.) Armour: +4 Changes stats: +5 Cun / +4 Wil Maximum hate: +4.00 Maximum psi: +30.00 Spellpower: +7 (+3 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | Ce'Nath the LightfearCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +6 Dex Changes resistances: +9% lightning / +18% light Changes resistances penetration: +15% fire Changes damage: +18% light Rings make your fingers look great! |
| Around waist | LightningshearCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +4 Changes resistances: +12% lightning / +6% acid Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Maximum life: +100.00 A belt that goes around your waist. |
| In main hand | Cuthagund the Kindlestun (30-36 power, 6 apr, acid element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Str Changes resistances: +9% acid Changes damage: +30% acid / +12% physical / +9% fire Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flashidol (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 mind Changes resistances: +18% lightning / +9% fire / +3% mind Changes resistances penetration: +5% mind Life regen: +6.00 Stamina each turn: +0.80 Maximum stamina: +17.00 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 | marauder's drakeskin leather armour of the hero (25 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+8 eff.) Fatigue: +8% Changes stats: +11 Str / +13 Dex / +3 Mag / +5 Wil / +5 Cun Physical save: +9 (+3 eff.) Maximum life: +35.00 A suit of armour made of leather. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Around neck | Anetogen the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +6 Dex / +3 Wil / +3 Cun / +6 Con Changes resistances penetration: +10% blight Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 188; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 nature talent. |
healing infusion of the sneak (heal 142; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
movement infusion of the psychic (speed 662%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 nature talent. |
Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
blink rune of the titan (range 6; phase 15; cd 12)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: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 4; phase 15; cd 20)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: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 12)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: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 22; cd 14)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 1208% over 10 turns; mana 60; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1208% for 10 turns (906 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 269; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 194; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 194 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet 'Frigidbringer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +16% fire / +16% cold Changes resistances penetration: +10% arcane Changes damage: +9% blight / +12% cold / +3% arcane Maximum mana: +60.00 Spell crit. chance: +2% Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +12 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Crystal Shard (16-19 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: +2.0% proc dam (max 200%) 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 Activation costs 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. |
void walker's yew starstaff of wizardry (20-24 power, 4 apr, darkness 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: 20.0 - 24.0 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: +3 Mag / +4 Wil Changes resistances: +8% darkness / +8% temporal Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +45.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Defense after a teleport: +6 Resist all after a teleport: +12% New effects duration reduction after a teleport: +7% Staves designed for wielders of magic, by the greats of the art. |
restorative cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% nature / +13% blight Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Life regen: +5.00 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+2 eff.) Confusion immunity: +35% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
dispeller's cashmere robe of corrosion (+8%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +24% acid / +8% light / +8% darkness / +8% blight / +8% cold / +7% fire / +11% all Changes damage: +16% acid Physical save: +13 (+5 eff.) Spell save: +23 (+6 eff.) Mental save: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
166 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 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)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 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. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 (Exploration mode)
Killed a Bringer of Doom.By MJ the Lame the Dwarf Necromancer level 26
28th Stralite 123rd year of Ascendancy at 21:56 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By MJ the Lame the Dwarf Necromancer level 22
37th Steel 123rd year of Ascendancy at 01:32 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By MJ the Lame the Dwarf Necromancer level 21
10th Shortage 122nd year of Ascendancy at 06:09 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By MJ the Lame the Dwarf Necromancer level 20
20th Wealth 122nd year of Ascendancy at 01:18 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By MJ the Lame the Dwarf Necromancer level 24
17th Gold 123rd year of Ascendancy at 21:49 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MJ the Lame the Dwarf Necromancer level 20
2nd Wealth 122nd year of Ascendancy at 11:47 see stats
Level 10 (Exploration mode)
Got a character to level 10.By MJ the Lame the Dwarf Necromancer level 10
1st Profit 122nd year of Ascendancy at 01:32 see stats
Level 20 (Exploration mode)
Got a character to level 20.By MJ the Lame the Dwarf Necromancer level 20
2nd Wealth 122nd year of Ascendancy at 08:10 see stats
Level 30 (Exploration mode)
Got a character to level 30.By MJ the Lame the Lich Necromancer level 30
14th Voratun 123rd year of Ascendancy at 07:16 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By MJ the Lame the Lich Necromancer level 28
4th Voratun 123rd year of Ascendancy at 06:27 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By MJ the Lame the Dwarf Necromancer level 20
24th Wealth 122nd year of Ascendancy at 17:22 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By MJ the Lame the Dwarf Necromancer level 28
4th Voratun 123rd year of Ascendancy at 06:18 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By MJ the Lame the Dwarf Necromancer level 5
18th Voratun 122nd year of Ascendancy at 16:33 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By MJ the Lame the Dwarf Necromancer level 5
19th Voratun 122nd year of Ascendancy at 17:35 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By MJ the Lame the Dwarf Necromancer level 7
29th Voratun 122nd year of Ascendancy at 17:52 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By MJ the Lame the Dwarf Necromancer level 12
3rd Profit 122nd year of Ascendancy at 13:23 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By MJ the Lame the Dwarf Necromancer level 21
14th Iron 123rd year of Ascendancy at 06:51 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By MJ the Lame the Dwarf Necromancer level 28
36th Stralite 123rd year of Ascendancy at 13:28 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By MJ the Lame the Dwarf Necromancer level 21
11st Loss 122nd year of Ascendancy at 19:31 see stats
Log
You gain 0.05 gold from the transmogrification of quiver of yew arrows (19/19, 31-43 power, 10 apr).
You gain 0.35 gold from the transmogrification of psychokinetic quiver of yew arrows of corruption (19/19, 33-46 power, 10 apr).
You gain 0.88 gold from the transmogrification of swashbuckler's stralite shield of winter (0 def, 8 armour, 137.5 block).
You gain 0.46 gold from the transmogrification of reinforced leather armour of command (20 def, 13 armour).
You gain 0.12 gold from the transmogrification of steel mail armour (2 def, 6 armour).
You gain 0.33 gold from the transmogrification of impenetrable stralite mail armour of acid resistance (4 def, 18 armour).
You gain 2.42 gold from the transmogrification of Blazeravage (4 def, 15 armour).
You gain 0.06 gold from the transmogrification of insulating cashmere wizard hat (2 def, 0 armour).
You gain 0.46 gold from the transmogrification of hardened leather cap of the bounder (0 def, 3 armour).
You gain 0.03 gold from the transmogrification of dwarven-steel gauntlets (0 def, 2 armour).
You gain 0.74 gold from the transmogrification of warbringer's stralite longsword of daylight (34-47 power, 5 apr).
You gain 0.36 gold from the transmogrification of swiftstrike elven-wood longbow.
You gain 0.58 gold from the transmogrification of warbringer's steel dagger of erosion (12-16 power, 6 apr).
You gain 0.06 gold from the transmogrification of shatter afflictions rune (absorb 44; cd 13).
You gain 0.19 gold from the transmogrification of ethereal rune (power 19; resist 23%; move 33%; dur 5; cd 20).
You gain 0.17 gold from the transmogrification of blink rune (range 5; phase 14; cd 14).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Resilience of the Dwarves is ready to use.
MJ the Lame uses Resilience of the Dwarves.
MJ the Lame's skin turns to stone.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
MJ the Lame's skin returns to normal.
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).









































































































