Mordoch the level 16 Shalore Necromancer by valoron

'Mordoch the level 16 Shalore Necromancer' by user valoron


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameMordoch
SexMale
TypeShalore Necromancer
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level16
Exp68%
Gold316
Died
  • Killed by skeleton mage at level 11 on the 10th Mirth 122nd year of Ascendancy at 00:37
  • Killed by Weirdling Beast at level 13 on the 1st Summertide 122nd year of Ascendancy at 22:29
  • Killed by Weirdling Beast at level 13 on the 2nd Summertide 122nd year of Ascendancy at 00:11
  • Killed by gwelgoroth at level 13 on the 1st Flare 122nd year of Ascendancy at 18:47
  • Killed by Gosoon the dwarf at level 14 on the 1st Dusk 122nd year of Ascendancy at 23:33
  • Killed by snow giant thunderer at level 16 on the 18th Dusk 122nd year of Ascendancy at 06:06
6 times (now dead)
Primary Stats
Strength12
Dexterity11
Magic58
Willpower43
Cunning14
Constitution10

Resources
Life-55/209
Mana58/330
Positive18/95
Inscriptions (3/3)
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 10.
Phase Door
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns.
Shielding
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana.
Manasurge

Offense
Accuracy (main Hand)5
Damage (main Hand)26
APR (main Hand)3
Crit (main Hand)5%
Speed (main Hand)1.00
Spellpower43
Spell Crit32
Spell Speed1
Arcane Damage16%
Fire Damage4%
Cold Damage4%
Lightning Damage4%
Acid Damage4%
Blight Damage4%
Defense
Fatigue3
Armour4
Armour Hardiness30
Defense5
Ranged Defense5
Physical Save7
Spell Save29
Mental Save19
Confusion Resistance20%
Blind Resistance13%
Silence Resistance20%
Disarm Resistance7%

Talents
Race / Shalore(mastery 1.00)
  • Grace Of The Eternals (generic)
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 46
Travel Speed: instantaneous
Usage Speed: instant
Description: Call upon the grace of the Eternals to increase your general speed by 15% for 8 turns.
The speed bonus will increase with the Dexterity stat.
1/5
  • Magic Of The Eternals (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Reality bends slightly in the presence of a Shaloren due to their inherent magical nature.
Increases critical chance by 0%.
0/5
  • Secrets Of The Eternals (generic)
Effective talent level: 0.0
Use mode: Sustained
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: instant
Description: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
0% chance to become invisible (power 17) for 5 turns when hit by a blow doing at least 15% of their total life.
0/5
  • Timeless (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: instant
Description: The world grows old as you stand the ages. To you time is different.
Reduces the time remaining on detrimental effects by 0 and increases the time remaining on beneficial effects by 0.
0/5
Cunning / Survival(mastery 0.90)
  • Trap Detection (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (0 detection 'power').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
0/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 6% chance to completely evade them for 9 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
0/5
Spell / Conveyance(mastery 1.20)
  • Phase Door (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10.6
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a small range of up to 13 grids.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 2). If the target area is not in line of sight there is a chance the spell will fizzle.
The range will increase with your Spellpower.
5/5
  • Teleport (generic)
Effective talent level: 4.8
Use mode: Activated
Mana cost: 21.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a large range (143), with a minimum range of 15.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 15).
The range will increase with your Spellpower.
4/5
  • Displacement Shield (generic)
Effective talent level: 2.4
Use mode: Activated
Mana cost: 74.2
Range: 8.00
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: This intricate spell erects a space distortion around the caster that is linked to another one around a target.
Any time the caster should take damage there is a 52% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (236) is absorbed, the time runs out (17 turns), or the target dies, the shield will crumble.
Max damage shield can absorb will increase with your Spellpower.
2/5
  • Probability Travel (generic)
Effective talent level: 1.2
Use mode: Sustained
Mana cost: 212
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you hit a solid surface this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 7 grids.
Range will improve with your Spellpower.
1/5
Spell / Divination(mastery 1.20)
  • Arcane Eye (generic)
Effective talent level: 1.2
Use mode: Activated
Mana cost: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Summons an ethereal magical eye at the designated location that lasts for 13 turns.
The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 5 range around it.
It does not require light to do so but it can not see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4 if cast on a creature it will follow it until it expires or until the creature dies.
At level 5 its vision can see through invisibility, stealth and all other sight affecting effects.
1/5
  • Keen Senses (generic)
Effective talent level: 1.2
Use mode: Sustained
Mana cost: 42.4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your senses, getting information from moments in the future.
Improves see invisible +12
Improves see through stealth +5
Improves critical spell chance +3%
The effects will improve with your Spellpower.
1/5
  • Vision (generic)
Effective talent level: 1.2
Use mode: Activated
Mana cost: 21.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Form a map of your surroundings in your mind in a radius of 8
1/5
  • Premonition (generic)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 127.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is elemental or magical you will erect a temporary shield that reduces all damage of this type by 11% for 5 turns.
This effect can only happen once every 5 turns and happens before damage is taken.
The bonus will increase with your Spellpower.
0/5
Spell / Necrotic Minions(mastery 1.30)
  • Create Minions (class)
Effective talent level: 6.5
Use mode: Activated
Mana cost: 5.3
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura you will raise an undead minion (up to 4 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +2.
Each minion has a chance to be:
Degenerated skeleton warrior: 0%
Skeleton warrior: 25%
Armoured skeleton warrior: 15%
Skeleton archer: 10%
Skeleton master archer: 10%
Skeleton mage: 15%
Ghoul: 5%
Ghast: 10%
Ghoulking: 10%

5/5
  • Aura Mastery (class)
Effective talent level: 2.6
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 2 and reduces the decay rate of your minions outside the aura by 2%.
2/5
  • Surge Of Undeath (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 47.7
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A surge of power radiates to all your minions, increasing their combat power, spellpower and accuracy by 3, their armour penetration by 3 and their critical hit chance by 1 for 6 turns.
The effects will increase with your Spellpower.
0/5
  • Dark Empathy (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You share your powers with your minions, granting them 4% of your resistances and saves.
The effect will increase with your Spellpower.
0/5
Spell / Advanced Necrotic Minions(mastery 1.30)
  • Undead Explosion (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 31.8
Range: 8.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Minions are only tools. You may dispose of them... violently.
Makes the targetted minion explode for 27% of its remaining life as blight damage.
Beware! Don't get caught in the blast!
1/5
  • Assemble (class)
Effective talent level: 3.9
Use mode: Activated
Mana cost: 95.4
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Combines 3 of your skeletons into a bone giant.
At level 1 it makes a bone giant.
At level 3 it makes a heavy bone giant.
At level 5 it makes an eternal bone giant.
At level 6 it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time.
3/5
  • Sacrifice (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 5.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Sacrifice a bone giant minion. Using its bones you make a temporary bone shield around you with 1 charges.
The effect lasts 4 turns or until all charges are depleted.
Each charge will fully absorb one attack.
0/5
  • Minion Mastery (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Each minion you summon has a chance to be a more advanced form of undead:
Vampire: 2%
Master Vampire: 0%
Grave Wight: 0%
Barrow Wight: 0%
Dread: 0%
Lich: 0%
0/5
Spell / Nightfall(mastery 1.30)
  • Invoke Darkness (class)
Effective talent level: 6.5
Use mode: Activated
Mana cost: 12.72
Range: 10.00
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of darkness, doing 171.73 darkness damage.
At level 3 it will create a beam of shadows.
At level 5 none of your Nightfall spells will hurt your minions any more.
The damage will increase with your Spellpower.
5/5
  • Circle Of Death (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 47.7
Range: 6.00
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Dark fumes erupts from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 4 turns and also deal 12.43 darkness damage.
The damage will increase with your Spellpower.
1/5
  • Fear The Night (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 42.4
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Invoke a cone dealing 73.09 darkness damage in a radius of 4. Any creatures caught inside must make a mental save or be knocked back 4 grids away.
The damage will increase with your Spellpower.
1/5
  • Rigor Mortis (class)
Effective talent level: 3.9
Use mode: Activated
Mana cost: 63.6
Range: 7.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Invoke a ball of darkness that deals 169.32 darkness damage in a radius of 1. Every creature hit will start to become closer to death and thus reduce global speed by 25%.
Necrotic minions' damage against those creatures is increased by 24%.
The effects last for 5 turns.
The damage done and minions' damage increase will increase with your Spellpower.
3/5
Spell / Necrosis(mastery 1.30)
  • Blurred Mortality (class)
Effective talent level: 1.3
Use mode: Sustained
Mana cost: 31.8
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The line between life and death blurs for you; you can only die when you reach -50 life.
However, when below 0 you cannot see how much life you have left.
1/5
  • Impending Doom (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 74.2
Range: 7.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your target's doom draws near. It cannot regenerate or heal at all and will take 81% of its remaining life (or 529.51, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower.
1/5
  • Undeath Link (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 37.1
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Absorb 41% of all your minions' life (possibly destroying them) and use this energy to heal you for 41% of your total life.
The healing will increase with your Spellpower.
1/5
  • Lichform (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 159
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your true goal. The purpose of all necromancy, to become a powerful and everliving Lich!
If you are killed while this spell is active the arcane forces you unleash will be able to rebuild your body into Lichform.
All liches gain the following intrinsics:
- Poison, cut, fear immunity
- Disease resistance 50%
- Stun resistance 50%
- Cold and darkness resistance 20%
- No need to breathe
- Infusions do not work
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive)
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%. Fear my power!
The undead cannot use this talent.
While active it will drain 4 mana per turn.
0/5
Spell / Grave(mastery 1.30)
  • Chill Of The Tomb (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 31.8
Range: 7.00
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of cold moving toward the target that explodes into a chilly circle of death doing 18.13 cold damage in a radius of 1.
The damage will increase with your Spellpower.
0/5
  • Will O' The Wisp (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 63.6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 39.89 cold damage.
The damage will increase with your Spellpower.
0/5
  • Cold Flames (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 42.4
Range: 5.00
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Cold Flames slowly spread from 5 spots in a radius of 3 around the targeted location. The flames deal 4.81 cold damage and has a chance of freezing.
Damage improves with your Spellpower.
0/5
  • Vampiric Gift (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 265
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Vampiric energies fill you; each time you deal damage you have 20% chance to heal for 6% of the damage done.
The absorption percent will increase with your Spellpower.
0/5
Current Effects
TalentBlurred Mortality
TalentNecrotic Aura
Quests
Achievements
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Mordoch the Shalore Necromancer level 13
2nd Summertide 122nd year of Ascendancy at 04:43
Level 10
Got a character to level 10.
By Mordoch the Shalore Necromancer level 10
7th Mirth 122nd year of Ascendancy at 03:00
That Was Close
Kill your target while having only 1 life left.
By Mordoch the Shalore Necromancer level 5
77th Pyre 122nd year of Ascendancy at 06:53

Equipment
In Main Hand
Kor's Fall (10-12 power, 0 apr, acid damage)

Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance.

Requires:
- Magic 25
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 10.0 - 12.0
Uses stat: 110% Mag
Damage type:
Acid
Armour Penetration:
+0
Physical crit. chance:
+1.5%
Attack speed:
100%
When wielded/worn:
Changes damage:
+4% fire / +4% cold / +4% lightning / +4% acid / +4% blight
Spellpower:
+7
Spell crit. chance:
+8%
See invisible:
+2
Kor's Fall (10-12 power, 0 apr, acid damage)
On Fingers
copper ring of pilfering

Rings can have magical properties.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Armour penetration:
+3
Defense:
+3
It can be used to activate talent Disengage (costing 40 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 40 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
copper ring of pilfering
On Fingers
wizard's copper ring of evocation

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+3 Mag
Changes damage:
+6% arcane
Spell save:
+3
Spellpower:
+4
Spell crit. chance:
+4%
wizard's copper ring of evocation
Around Neck
steel amulet of vision

Amulets can have magical properties.

Infused by nature
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Blindness immunity:
+13%
Infravision radius:
+2
See invisible:
+5
steel amulet of vision
Light Source
brass lantern of repulsion

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.

Infused by nature
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Changes stats:
+1 Mag
Light radius:
+2
It can be used to activate talent Glyph of Repulsion (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 3.00
Travel Speed: instantaneous
Description: You bind light in a glyph on the floor. All targets passing by will be hit by a blast of light doing 30.48 damage and knocked back.
The glyph lasts for 8 turns.
The damage will increase with the Magic stat
brass lantern of repulsion
Main Armor
Vestments of the Conclave (0 def, 0 armour)

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.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Changes stats:
+6 Mag
Changes damage:
+10% arcane
Spell crit. chance:
+15%
Vestments of the Conclave (0 def, 0 armour)
Cloak
regal cashmere cloak of warlust (2 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Crafted by a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Physical crit. chance:
+2.0%
Physical power:
+1
Defense:
+2
Changes stats:
+2 Cun / +2 Wil
Silence immunity:
+20%
Disarm immunity:
+7%
Confusion immunity:
+8%
regal cashmere cloak of warlust (2 def, 0 armour)
On Head
champion's hardened leather cap (0 def, 3 armour)

A cap made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+3
Fatigue:
+3%
Changes stats:
+1 Str / +1 Wil
Confusion immunity:
+12%
Light radius:
+1
champion's hardened leather cap (0 def, 3 armour)
Around Waist
rough leather belt of magery

A belt that goes around your waist.

Powered by arcane forces
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes stats:
+4 Wil / +3 Mag
Spell crit. chance:
+3%
rough leather belt of magery
On Hands
rough leather gloves of regeneration (0 def, 1 armour)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+1
Life regen:
+0.60
Stamina each turn:
+0.40
Mana each turn:
+0.14
rough leather gloves of regeneration (0 def, 1 armour)
Inventory
This item will automatically be transmogrified when you leave the level.
titan's phase door rune (range 8)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

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: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 8.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the rune..
titan's phase door rune (range 8)
blighted ash staff of ruination (8.5-10.2 power, 3 apr, nature damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 16
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 8.5 - 10.2
Uses stat: 100% Mag
Damage type:
Nature
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
When wielded/worn:
Changes damage:
+7% nature / +20% blight
Spellpower:
+6
Spell crit. chance:
+2%
It can be used to activate talent Corrupted Negation (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 10.00
Travel Speed: instantaneous
Description: Project a corrupted blast of power that deals 53.94 blight damage and removes 2 magical or physical effects from any creatures caught in the radius 3 ball.
The damage will increase with Magic stat.
blighted ash staff of ruination (8.5-10.2 power, 3 apr, nature damage)
crackling ash staff of might (10.5-12.6 power, 3 apr, fire damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 16
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 10.5 - 12.6
Uses stat: 100% Mag
Damage type:
Fire
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
When wielded/worn:
Changes damage:
+10% lightning
Spellpower:
+2
Spell crit. chance:
+8%
crackling ash staff of might (10.5-12.6 power, 3 apr, fire damage)
grounding rough leather belt

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes resistances:
+6% lightning
Stun/Freeze immunity:
+11%
grounding rough leather belt
protective rough leather belt

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Armour:
+4
Defense:
+5
Physical save:
+7
protective rough leather belt
oiled linen cloak (1 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Crafted by a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+1
Changes resistances:
+10% acid
oiled linen cloak (1 def, 0 armour)
linen robe (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

2.00 Encumbrance.

Type: armor / cloth

linen robe (0 def, 0 armour)
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)

A cap made of leather.

Infused by nature
Crafted by
a master
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+3 Dex
Changes resistances:
+5% acid
Poison immunity:
+5%
Disease immunity:
+5%
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)
rough leather cap of ire (0 def, 1 armour)

A cap made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+1 Str
Physical save:
+4
Mental save:
+3
It can be used to activate talent Battle Cry (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their defense by 14 for 7 turns, making them easier to hit.
Lowering defense chance increase with your Strength stat.
rough leather cap of ire (0 def, 1 armour)
agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
agate
2 aquamarine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Changes resistances:
+4% all
When used to imbue an object:
Changes resistances:
+4% all
2 aquamarine
2 opal

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

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
2 opal
2 topaz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Defense:
+4
When used to imbue an object:
Defense:
+4
2 topaz
spinel

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Defense:
+2
When used to imbue an object:
Defense:
+2
spinel
snow giant kidney

As unpleasant-looking as any exposed organ.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

snow giant kidney
brass lantern

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.

2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+2
brass lantern
Crystal Focus

This crystal radiates the power of the Spellblaze itself.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

It can be used to combine with a weapon, costing 1 power out of 1/1.
Crystal Focus
Orb of Scrying

This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Scrying
Transmogrification Chest

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.
Transmogrification Chest
3 amethyst

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / violet

When wielded/worn:
Changes damage:
+4% all
When used to imbue an object:
Changes damage:
+4% all
3 amethyst
Rod of Annulment

You can feel magic draining out around this rod. Even nature itself seems affected.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30.
Rod of Annulment
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
ash wand of conjuration (7/7)

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to fire a bolt of a random element, with 7 charges out of 7.
ash wand of conjuration (7/7)
yew wand

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

yew wand
2 quartz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Stun/Freeze immunity:
+30%
When used to imbue an object:
Stun/Freeze immunity:
+30%
2 quartz
4 ametrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes damage:
+2% all
When used to imbue an object:
Changes damage:
+2% all
4 ametrine
2 citrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Light radius:
+1
When used to imbue an object:
Light radius:
+1
2 citrine
4 zircon

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes resistances:
+2% all
When used to imbue an object:
Changes resistances:
+2% all
4 zircon

Last Messages

Skeleton warrior hits snow giant thunderer for 51 physical, 10 acid, 15 temporal damage (total 75.26).
Storm drake hatchling hits skeleton mage for
5 lightning damage.
Skeleton warrior hits snow giant thunderer for
63 physical damage.
Snow giant thunderer hits skeleton warrior for
9 cold damage.
Snow giant thunderer hits skeleton warrior for
9 cold damage.
Skeleton mage hits storm drake hatchling for
14 cold damage.
Mordoch casts Invoke Darkness.

Mordoch casts Assemble.

Mordoch hits snow giant thunderer for
15 darkness damage.
Snow giant thunderer hits skeleton warrior for
9 cold damage.
Skeleton warrior hits snow giant thunderer for
34 physical damage.
Mordoch hits snow giant thunderer for
13 darkness damage.
Snow giant thunderer casts Chain Lightning.

Snow giant thunderer misses skeleton warrior.

Heavy bone giant uses Bone Armour.

A shield forms around heavy bone giant.

Snow giant thunderer hits skeleton warrior for
9 cold damage.
Skeleton warrior hits snow giant thunderer for
32 physical damage.
Snow giant thunderer recovers sight.

Talent Fear the Night is ready to use.
Mordoch hits snow giant for
13 darkness damage.
Fire drake hatchling hits skeleton warrior for
33 physical damage.
Luminous horror hits skeleton warrior for
55 light damage.
Snow giant casts Mind Disruption.

Mordoch shrugs off the effect 'Confused'!
Snow giant thunderer casts Lightning.

Snow giant thunderer killed Mordoch!
Saving done.

Saving done.

Saving game...