Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 10 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 7 on the 3rd Mirth 122nd year of Ascendancy at 08:21 3 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 35 (base 34) |
| Willpower | 17 (base 17) |
| Cunning | 15 (base 11) |
Resources
| Life | 202/250 |
| Mana | 149/190 |
| Souls | 9/10 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 7 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.45 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Light | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 9.35 |
| Ranged Defense | 9.35 |
| Fatigue | 0 |
| Physical Save | 15.325 |
| Spell Save | 22.0375 |
| Mental Save | 22.0375 |
Defense: Resistances
| Light | + 45%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/4)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
| talent | Blurred Mortality |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered 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's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
| On fingers | Beledhema BeledhemaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% arcane Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +22.00 Defense after a teleport: +10 Rings can have magical properties. |
| On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +7 Rings can have magical properties. |
| Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | clarifying linen wizard hat of light (+15%) (1 def, 0 armour) clarifying linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +15% light Changes damage: +10% light Mental save: +6 A pointy cloth hat, very wizardly... |
| Light source | 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 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | shimmering elm starstaff of fate (10-12 power, 2 apr, physical damage) shimmering elm starstaff of fate (10-12 power, 2 apr, physical damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Physical save: +5 Spell save: +5 Mental save: +6 Mana each turn: +0.11 Maximum mana: +32.00 Spellpower: +3 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Inventory
wild infusion of the duelist (resist 15%; cure magical) wild infusion of the duelist (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 magical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Dexterity 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 ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 35)teleportation rune of the sneak (range 35) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. 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 ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the titan (range 38)teleportation rune of the titan (range 38) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 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 ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the wizard (range 55)teleportation rune of the wizard (range 55) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. 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 ability. |
Newly picked up mule's steel ring of blinding strikesmule's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when the wearer hits(melee): 3 physical / 6 blinding / 5 lightning Damage when the wearer is hit: 4 physical / 4 blinding / 3 lightning Maximum encumbrance: +21 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming iron battleaxe of rage (7-10.5 power, 1 apr)flaming iron battleaxe of rage (7-10.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 7.0 - 10.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +6 Changes stats: +2 Str Changes damage: +6% physical Stamina when hit: +0.84 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. iron battleaxe of vileness (9-13.5 power, 1 apr)iron battleaxe of vileness (9-13.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.0 - 13.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 blight Burst (radius 2) on crit: +9 infective blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of banishment (18.5-27.75 power, 2 apr)steel battleaxe of banishment (18.5-27.75 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +6% Demon When wielded/worn: Changes stats: +3 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. huntsman's steel longsword of massacre (20-28 power, 3 apr)huntsman's steel longsword of massacre (20-28 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +6 nature Damage against: +5% Animal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Toxinspike' (14.5-20.3 power, 3 apr)steel mace 'Toxinspike' (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +5 Changes resistances: +6% nature Changes resistances penetration: +5% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel mace (14-19.6 power, 3 apr)thought-forged steel mace (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +5 mind Damage conversion: 25% mind When wielded/worn: Changes stats: +1 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Corruptionstar (4.5-4.95 power, 18 apr, nature damage)Corruptionstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 mind / 2 darkness / 8 temporal Changes damage: +3% mind / +2% darkness / +6% nature Life regen: +0.70 Maximum life: +18.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +7 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Ivubeth (5.5-6.05 power, 18 apr, mind damage)Ivubeth (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 acid When wielded/worn: Damage when the wearer is hit: 3 mind / 4 darkness Changes resistances: +3% nature Changes damage: +3% mind / +3% darkness Poison immunity: +5% Cut immunity: +5% Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cured leather sling of powercured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Sungrind' (15-18 power, 3 apr, fire damage)ash vilestaff 'Sungrind' (15-18 power, 3 apr, fire damage) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +4 light When wielded/worn: Physical crit. chance: +7.0% Changes stats: +1 Cun Damage when the wearer is hit: 4 light Changes damage: +3% mind / +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short ash starstaff of illumination (15-18 power, 3 apr, temporal damage)short ash starstaff of illumination (15-18 power, 3 apr, temporal damage) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 6 blinding light Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. slime-covered steel waraxe (9-12.6 power, 3 apr)slime-covered steel waraxe (9-12.6 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.0 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +6 nature slow One-handed war axes. |
This item will automatically be transmogrified when you leave the level. rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. woollen robe of frost (+15%) (0 def, 0 armour)woollen robe of frost (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of magic (+2) (0 def, 1 armour)rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron helm 'Hiruitir' (0 def, 3 armour)iron helm 'Hiruitir' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +5% Changes stats: +4 Dex Damage when the wearer is hit: 4 physical Maximum encumbrance: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. shocking steel shield (6 def, 2 armour, 38.5 block)shocking steel shield (6 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 6 lightning Damage when the wearer is hit: 12 lightning Talent granted: +2 Block Handheld deflection devices |
5 agate 5 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 spinel 2 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. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'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. |
This item will automatically be transmogrified when you leave the level. insidious pouch of steel shots (20/20, 16.5-19.8 power, 2 apr)insidious pouch of steel shots (20/20, 16.5-19.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 Damage when this weapon hits(ranged): +12 insidious poison Shots are used with slings to pummel your foes to death. |
ametrine 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. |
4 citrine 4 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. |
Achievements
Level 10
Got a character to level 10.By Effo the Cornac Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 20:48 see stats
That was close
Killed your target while having only 1 life left.By Effo the Cornac Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 07:45 see stats
The Arena
Unlocked Arena mode.By Effo the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 02:53 see stats
The secret city
Discovered the truth about mages.By Effo the Cornac Necromancer level 9
8th Mirth 122nd year of Ascendancy at 15:53 see stats
Log
Effo slows down.
Red jelly's Slime Spit hits Effo for 19 fire, 19 nature (38 total damage).
Red jelly's projectile hits Skeleton mage for 19 fire damage.
Red jelly's projectile killed Skeleton mage!
Effo speeds up.
Something hits Effo for 18 temporal, 18 physical (36 total damage).
Something hits Effo for 18 temporal, 18 physical (36 total damage).
Something hits Skeleton warrior for 17 temporal, 18 physical (35 total damage).
Effo uses Infusion: Regeneration.
Effo starts regenerating health quickly.
Resting starts...
Effo stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Effo casts Invoke Darkness.
Rested for 73 turns (stop reason: hostile spotted to the west (dredgling)).
Dredgling casts Dust to Dust.
Effo hits Dredgling for 121 darkness damage.
Dredgling hits Effo for 19 temporal, 19 physical (38 total damage).
Effo casts Chill of the Tomb.
Effo's Chill of the Tomb hits Dredgling for 86 cold damage.
Effo's Chill of the Tomb killed Dredgling!
