Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 32 / 98% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 32 on the 53rd Haze 122nd year of Ascendancy at 18:44 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 59 (base 46) |
Magic | 72 (base 60) |
Willpower | 28 (base 16) |
Cunning | 36 (base 26) |
Resources
Life | -659/606 |
Mana | 107/455 |
Soul | 5/16 |
Healing Factor | 1.7785837429991 |
Regeneration | 37.467076611651 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 6 |
Infravision | 7 |
See Stealth | 43.03326605996 |
See Invisible | 53.03326605996 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 5 |
Crit Chance | 15% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Temporal | +8% |
Nature | +15% |
Lightning | +12% |
Cold | 0% |
All | 0% |
Offense: Damage Penetration
Darkness | +42% |
Temporal | +15% |
Physical | +35% |
Mind | +5% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 13 (48.304188961773%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 37 |
Mental Save | 39 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 45%( 70%) |
All | + 39%( 70%) |
Darkness | + 53%( 70%) |
Light | + 43%( 70%) |
Temporal | + 44%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 57%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Teleport Resistance | 40% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by multi-hued drake. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by armoured skeleton warrior. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Arymira the large white snake. Escort: worried loremaster (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Aroma the orc master wyrmic. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 178. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within7 lumberjacks have died. | done |
Equipment
On feet | Glitterglory the pair of hardened leather boots (0 def, 3 armour) Glitterglory the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Damage when hit (Melee): 8 physical Changes stats: +3 Cun / +7 Con Changes resistances: +6% light Changes resistances penetration: +25% physical Physical save: +13 (+5 eff.) Mental save: +15 (+5 eff.) A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) clarifying linen wizard hat of darkness (+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 (+1 eff.) Changes stats: +2 Cun Changes resistances: +15% darkness Changes damage: +10% darkness Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | steel torque of clear mind 'Radiancewild' [power 2] (17 cooldown) steel torque of clear mind 'Radiancewild' [power 2] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% acid Teleport immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | solipsist's copper ring of life solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +6.00 Maximum life: +46.00 Mindpower: +5 (+3 eff.) Healing mod.: +11% Rings make your fingers look great! |
On fingers | copper ring 'Smolderkill' copper ring 'Smolderkill'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +9% fire Changes resistances penetration: +5% temporal / +5% mind / +20% fire Life regen: +6.00 Maximum life: +43.00 Healing mod.: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Around waist | hardened leather belt 'Aeriyablek' hardened leather belt 'Aeriyablek'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +6 Fatigue: -6% Changes resistances: +7% blight / +6% lightning / +6% acid Critical mult.: +9.00% Maximum encumbrance: +35 Mental save: +6 (+2 eff.) Teleport immunity: +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | lifebinding ash starstaff of breaching (15-18 power, 3 apr, darkness element) lifebinding ash starstaff of breaching (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Nelen the Shadowquell (0 def, 0 armour) Nelen the Shadowquell (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +21% fire / +22% nature / +9% all Changes resistances penetration: +25% darkness Changes damage: +15% nature Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Xoba (29 def, 4 armour) Xoba (29 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +29 (+12 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -60.00 life Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Shockshine' gold amulet 'Shockshine'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +2 Con Changes resistances: +3% acid / +9% cold Changes damage: +12% lightning Physical save: +10 (+4 eff.) Blindness immunity: +19% Life regen: +3.00 Maximum life: +45.00 Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, blight, cold, mind, temporal) Prismatic Rune (6 turns; acid, physical, blight, cold, mind, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 blight, 3 cold, 5 mind, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 105; cd 20) shatter afflictions rune of the titan (absorb 105; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fuligorion the steel amulet Fuligorion the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +10 Physical power: +10 (+5 eff.) Armour: +10 Changes stats: +5 Con Critical mult.: +24.00% Amulets make your neck look great! |
Smearweeper the steel amulet Smearweeper the steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +3 Wil Changes damage: +12% nature Critical mult.: +15.00% Mental save: +7 (+2 eff.) Confusion immunity: +10% Equilibrium when hit: +0.04 Psi when hit: +0.04 Mindpower: +8 (+4 eff.) Amulets make your neck look great! |
grounding steel amulet of magic (+2) grounding steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
psionicist's copper ring of frost (+20%) psionicist's copper ring of frost (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% cold Changes damage: +10% cold Mental save: +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseverance psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
steel ring 'Flameraze' steel ring 'Flameraze'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +3 Wil / +3 Con Changes damage: +18% arcane Stun/Freeze immunity: +29% Life regen: +3.00 Rings make your fingers look great! |
thorny mindstar 'Belyldil' (7-8 power, 24 apr, nature damage) thorny mindstar 'Belyldil' (7-8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 physical Damage (radius 2) on crit: +8 physical When wielded/worn: Changes stats: +4 Cun / +2 Con Changes damage: +11% mind / +9% physical Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Stamina each turn: +1.00 Psi when firing a critical mind attack: +3.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +4% 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. |
Duvochik (22-26 power, 3 apr, darkness element) Duvochik (22-26 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 38% Damage (Melee): 17 fire Changes resistances penetration: +25% acid Changes damage: +22% darkness / +3% acid Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +2% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
Hettatotar the elm vilestaff (10-12 power, 2 apr, darkness element) Hettatotar the elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes stats: +1 Str / +2 Wil / +4 Con Changes resistances penetration: +15% mind Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 128.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff of might (10-12 power, 2 apr, darkness element) elm bonestaff of might (10-12 power, 2 apr, darkness element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Boltquake BoltquakeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +1 Cun Changes damage: +6% lightning Life regen: +0.80 Maximum hate: +2.00 Mindpower: +5 (+3 eff.) Healing mod.: +11% A belt that goes around your waist. |
Zilach the Glitterreaper Zilach the GlitterreaperInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness Poison immunity: +20% Life regen: +2.00 Maximum life: +34.00 Light radius: +3 A belt that goes around your waist. |
noble's rough leather belt of burglary noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +7 Cun / +6 Lck Damage against: +16% Summoned Reduced damage from: +18% Summoned Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Hettimnir (7 def, 0 armour) Hettimnir (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +6% mind / +5% arcane / +15% light Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorugaran the Radiancebrawn (1 def, 6 armour) Lorugaran the Radiancebrawn (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+14 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Dex Changes resistances: +10% cold Changes damage: +3% light Only die when reaching: -60.00 life Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of power (0 def, 0 armour) dreamer's woollen robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +10% mind / +9% all Changes damage: +5% all Physical save: +11 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +22 (+7 eff.) Spellpower: +12 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+15%) (0 def, 0 armour) spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +9% all Changes damage: +10% darkness Spell save: +15 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Balodurek' (0 def, 1 armour) pair of rough leather boots 'Balodurek' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +2 Dex Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 A pair of boots made of leather. |
brawler's rough leather gloves (0 def, 1 armour) brawler's rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour) storm rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 agate 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
633 alchemist agate 633 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Salukira SalukiraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 38% * 10 arcane resource burn * 10% chance to reduce all saves and defense by 20 Changes resistances: +12% fire Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Unlightgrind the brass lantern Unlightgrind the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 38% Changes resistances: +3% all Changes damage: +3% lightning / +3% darkness / +3% acid Spell save: +5 (+2 eff.) Light radius: +3 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 27 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 135 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged ash totem of healing [power 242] (13 cooldown) supercharged ash totem of healing [power 242] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Spooker the Higher Necromancer level 17
28th Dusk 122nd year of Ascendancy at 16:33 see stats
By Spooker the Higher Necromancer level 27
73rd Dusk 122nd year of Ascendancy at 17:16 see stats
By Spooker the Higher Necromancer level 24
61st Dusk 122nd year of Ascendancy at 13:37 see stats
By Spooker the Higher Necromancer level 29
6th Haze 122nd year of Ascendancy at 07:05 see stats
By Spooker the Higher Necromancer level 30
10th Haze 122nd year of Ascendancy at 13:51 see stats
By Spooker the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 10:59 see stats
By Spooker the Higher Necromancer level 20
49th Dusk 122nd year of Ascendancy at 05:05 see stats
By Spooker the Higher Necromancer level 30
9th Haze 122nd year of Ascendancy at 10:21 see stats
By Spooker the Higher Necromancer level 26
72nd Dusk 122nd year of Ascendancy at 12:07 see stats
By Spooker the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 12:59 see stats
By Spooker the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 16:41 see stats
By Spooker the Higher Necromancer level 18
46th Dusk 122nd year of Ascendancy at 21:16 see stats
By Spooker the Higher Necromancer level 23
57th Dusk 122nd year of Ascendancy at 02:39 see stats
By Spooker the Higher Necromancer level 17
16th Dusk 122nd year of Ascendancy at 13:37 see stats
Log
Spikes of Decrepitude hits The Master for 16 cold, 25 darkness (42 total damage).
The Master casts Consume Soul.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Spooker!
Spooker is stunned!
Armoured skeleton warrior hits Spooker for 67 physical, 10 light, 9 darkness, 4 fire, 8 fire, 49 physical, 10 light, 9 darkness, 4 fire, 8 fire (177 total damage).
Melee retaliation hits Armoured skeleton warrior for (10 absorbed), 0 physical, (2 absorbed), 0 mind, (8 absorbed), 0 light, (10 absorbed), 0 physical, (2 absorbed), 0 mind, (8 absorbed), 0 light (0 total damage).
The Master receives 362 healing.
Spooker misses Armoured skeleton warrior.
Your summoned ghast disappears.
Elder vampire is freed from the rigor mortis.
The Master resists the effect 'Spike of Decrepitude'!
Talent Vitality is ready to use.
Armoured skeleton warrior uses Overpower.
Spooker resists the knockback!
Armoured skeleton warrior hits Spooker for 93 physical, 44 physical, 37 physical (175 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (14 absorbed), 0 cold, (18 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Skeleton mage for 11 cold, 17 darkness (28 total damage).
Spikes of Decrepitude hits The Master for 10 cold, 16 darkness (26 total damage).
Melee retaliation hits Armoured skeleton warrior for (3 absorbed), 0 physical, (1 absorbed), 0 mind, (3 absorbed), 0 light, (3 absorbed), 0 physical, (0 absorbed), 0 mind, (3 absorbed), 0 light, (3 absorbed), 0 physical, (1 absorbed), 0 mind, (3 absorbed), 0 light (0 total damage).
Spooker receives 7 healing from Eternal Night.
The Master casts Ghost Walk.
The Master's form becomes intangible!
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Spooker!
Spooker resists the knockback!
Armoured skeleton warrior hits Spooker for 69 physical damage.
Melee retaliation hits Armoured skeleton warrior for (5 absorbed), 0 physical, (1 absorbed), 0 mind, (4 absorbed), 0 light, (5 absorbed), 0 physical, (1 absorbed), 0 mind, (4 absorbed), 0 light, (5 absorbed), 0 physical, (1 absorbed), 0 mind, (4 absorbed), 0 light (0 total damage).
Spooker the level 32 higher necromancer was skewered to death by an armoured skeleton warrior on level 9 of Dreadfell.