Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 |
| Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 20 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Belilan the thalore at level 11 on the 10th Dusk 122nd year of Ascendancy at 11:44 2 / 3Killed by Beludavena the rattlesnake at level 13 on the 9th Decay 122nd year of Ascendancy at 09:04 Killed by Hiralo the thalore at level 17 on the 71st Regrowth 123rd year of Ascendancy at 02:44 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 66 (base 48) |
| Willpower | 54 (base 43) |
| Cunning | 34 (base 11) |
Resources
| Life | 357/357 |
| Mana | 361/361 |
| Souls | 1/10 |
| Healing Factor | 1 |
| Regeneration | 2.65 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 15 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 15 |
| Crit Chance | 12% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47.666666666667 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.133333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Arcane | +42% |
| All | +0% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 4.7 |
| Ranged Defense | 4.7 |
| Fatigue | 0 |
| Physical Save | 7.35 |
| Spell Save | 42.333333333333 |
| Mental Save | 41.6 |
Defense: Resistances
| Acid | 3%( 70%) |
| Blight | 9%( 70%) |
| Physical | 0%( 70%) |
| Cold | 0%( 70%) |
| All | 0%( 70%) |
| Darkness | 8%( 70%) |
| Temporal | 12%( 70%) |
| Arcane | 30%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 33% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 10% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1103% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Premonition |
| 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& And now for a grave | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 Charm Mastery (+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 &039; the heart of one of your fellow necromancers. * Yiilkgur the Sher&WHITESLATE | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * 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&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; * &039;s eyes. You&039; | 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 within4 lumberjacks have died. | 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 | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Light source | dwarven lantern &039; dwarven lantern &039;Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +5% arcane / +3% darkness / +3% blight Mental save: +7 Light radius: +4 See stealth: +15 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat &039; (2 def, 0 armour) cashmere wizard hat &039; (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Cun Changes resistances: +6% blight Mental save: +5 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 A pointy cloth hat, very wizardly... |
| Tool | 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | solipsist& solipsist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage when the wearer hits(melee): 5 physical / 3 lightning / 6 blinding Damage when the wearer is hit: 3 physical / 3 lightning / 4 blinding Mindpower: +6 Rings can have magical properties. |
| On fingers | Flowerbone FlowerboneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +5% nature Mental save: +10 Confusion immunity: +33% Rings can have magical properties. |
| Around waist | spiritwalker& spiritwalker&Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.21 Maximum mana: +26.00 A belt that goes around your waist. |
| In main hand | Eilinyldana (25-30 power, 5 apr, arcane damage) Eilinyldana (25-30 power, 5 apr, arcane 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: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +3 Mag / +3 Wil Damage when the wearer hits(melee): 4 arcane Changes resistances: +3% acid Changes damage: +25% arcane Talent granted: +1 Command Staff Maximum mana: +42.00 Spellpower: +17 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xerewe (0 def, 7 armour) Xerewe (0 def, 7 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour: +7 Changes stats: +3 Cun / +1 Wil Damage when the wearer hits(melee): 23 mind / 15 darkness Changes resistances: +5% darkness Mental save: +12 Psi when firing a critical mind attack: +2.00 Maximum life: +58.00 Mindpower: +6 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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. [Unique] 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 | cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Dex / +3 Mag / +2 Wil Grants telepathy: Demon/Minor Demon/Major Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glaretyphoon GlaretyphoonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 12 mind Changes resistances penetration: +5% light Life regen: +2.40 Amulets can have magical properties. |
Inventory
Rune of Reflection (absorb and reflect 298 for 5 turns) Rune of Reflection (absorb and reflect 298 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 199 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
clarifying copper amulet of mastery (0.14 Spell / Advanced necrotic minions) clarifying copper amulet of mastery (0.14 Spell / Advanced necrotic minions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.14 Spell / Advanced necrotic minions Confusion immunity: +22% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
gold ring of light (+20%) gold ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
marksman& marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +6 Changes stats: +3 Dex Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
mule& mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
psionicist& psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 Rings can have magical properties. |
rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
savior& savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +8 Spell save: +7 Mental save: +8 Rings can have magical properties. |
steel ring &039; steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +7 Defense: +9 Damage when the wearer hits(melee): 2 nature Changes resistances penetration: +10% darkness It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan& titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
warrior& warrior&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +8 Confusion immunity: +22% Rings can have magical properties. |
warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 Rings can have magical properties. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight Life regen: +1.60 Maximum life: +50.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hathegen the hardened leather gloves (0 def, 4 armour) Hathegen the hardened leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 Armour: +4 Changes stats: +3 Dex Physical save: +3 Disarm immunity: +20% Confusion immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 90 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
8 opal 8 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Celia& Celia&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia&LASTANTIQUE_WHITE |
Shockquarry ShockquarryCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 lightning Changes resistances penetration: +10% fire Blindness immunity: +23% Confusion immunity: +10% Light radius: +6 See stealth: +6 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 182 power out of 259/400. 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power, any items dropped inside is 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. |
2 amethyst 2 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% 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Saya the Higher Necromancer level 19
64th Pyre 123rd year of Ascendancy at 13:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Saya the Higher Necromancer level 15
48th Regrowth 123rd year of Ascendancy at 08:04 see stats
Exterminator
Killed 1000 creatures.By Saya the Higher Necromancer level 15
43rd Regrowth 123rd year of Ascendancy at 09:55 see stats
Fear me not!
Survived the Fearscape!By Saya the Higher Necromancer level 19
4th Flare 123rd year of Ascendancy at 14:00 see stats
Level 10
Got a character to level 10.By Saya the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 22:37 see stats
Level 20
Got a character to level 20.By Saya the Higher Necromancer level 20
4th Flare 123rd year of Ascendancy at 20:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Saya the Higher Necromancer level 12
61st Dusk 122nd year of Ascendancy at 19:46 see stats
That was close
Killed your target while having only 1 life left.By Saya the Higher Necromancer level 10
4th Dusk 122nd year of Ascendancy at 06:30 see stats
The Arena
Unlocked Arena mode.By Saya the Higher Necromancer level 7
7th Mirth 122nd year of Ascendancy at 16:23 see stats
The secret city
Discovered the truth about mages.By Saya the Higher Necromancer level 9
4th Flare 122nd year of Ascendancy at 01:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Saya the Higher Necromancer level 16
60th Regrowth 123rd year of Ascendancy at 06:56 see stats
Log
There is nowhere left to explore.
Space around you starts to dissolve...
Resting starts...
Today is the 12nd Dusk of the 123rd year of the Age of Ascendancy of Maj&LASTLASTLASTLASTplaguebringer&LASTLASTdwarven-steel shield of harmony (8 def, 2 armour, 79 block).
You gain 3.61 gold from the transmogrification of spiked steel plate armour of implacability (4 def, 14 armour).
You gain 3.00 gold from the transmogrification of troll-hide hardened leather armour (3 def, 6 armour).
You gain 4.04 gold from the transmogrification of enlightening hardened leather armour (3 def, 6 armour).
You gain 3.28 gold from the transmogrification of cured leather armour of the sky (6 def, 4 armour).
You gain 2.65 gold from the transmogrification of impenetrable dwarven-steel mail armour of clarity (3 def, 20 armour).
You gain 15.00 gold from the transmogrification of Crown of Command (3 def, 6 armour).
You gain 1.58 gold from the transmogrification of spellwoven cashmere robe of blight (+13%) (2 def, 0 armour).
You gain 14.00 gold from the transmogrification of Firewalker (8 def, 2 armour).
You gain 2.95 gold from the transmogrification of quick dwarven-steel waraxe (20.5-28.7 power, 4 apr).
You gain 1.80 gold from the transmogrification of arcing dwarven-steel waraxe of massacre (26-36.4 power, 4 apr).
You gain 4.60 gold from the transmogrification of shimmering yew vilestaff of projection (20-24 power, 4 apr, fire damage).
You gain 6.66 gold from the transmogrification of shimmering yew magestaff of wizardry (20-24 power, 4 apr, fire damage).
You gain 6.81 gold from the transmogrification of warbringer&LASTLASTthroat-seeking yew longbow.
You gain 6.93 gold from the transmogrification of glacial dwarven-steel greatsword of erosion (35.5-56.8 power, 2 apr).
You gain 2.80 gold from the transmogrification of arcing dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr).
You gain 0.63 gold from the transmogrification of sun infusion (rad 5; power 21; turns 4; dispells darkness).
There is a A gate into Last Hope&039;&LAST
