Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 26 / 64% |
Size | medium |
Lifes / Deaths | Killed by The Master at level 26 on the 1st Pyre 123rd year of Ascendancy at 14:29 / 2Killed by The Master at level 26 on the 1st Pyre 123rd year of Ascendancy at 14:31 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 26 (base 10) |
Constitution | 41 (base 27) |
Magic | 74 (base 57) |
Willpower | 41 (base 32) |
Cunning | 22 (base 11) |
Resources
Life | -510/272 |
Mana | 420/460 |
Soul | 18/18 |
Healing Factor | 1.3581403954777 |
Regeneration | 4.142328206207 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 30.531537443297 |
See Invisible | 36.531537443297 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 33 |
Accuracy | 25 |
Crit Chance | 10% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +14% |
Light | +32% |
Darkness | +52% |
Blight | +17% |
Arcane | +11% |
Cold | +62% |
All | +8% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +20% |
Light | +25% |
Cold | +75% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 40 |
Mental Save | 28 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 21%( 70%) |
Cold | + 51%( 70%) |
All | + 11%( 70%) |
Darkness | + 16%( 70%) |
Lightning | + 26%( 70%) |
Mind | + 21%( 70%) |
Fire | + 18%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 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 76 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1056% for 10 turns (97 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 275.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.45 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.45 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed bear paw. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xanytta the Umbrastone (0 def, 9 armour) Xanytta the Umbrastone (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes resistances: +8% acid / +8% fire / +8% lightning / +7% cold Changes resistances penetration: +15% cold Changes damage: +9% light / +24% darkness Light radius: +2 A pair of boots made of leather. |
Light source | Dazzlebrawn the alchemist's lamp Dazzlebrawn the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances penetration: +25% light / +20% cold Changes damage: +15% cold Mental save: +9 (+4 eff.) Light radius: +4 See stealth: +8 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cracklequeller (0 def, 1 armour) =current= Cracklequeller (0 def, 1 armour) =current=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 acid / 4 lightning Changes stats: +4 Dex / +1 Wil Changes resistances penetration: +15% arcane Spellpower on spell critical (stacks up to 3 times): +8 A cap made of leather. |
Tool | Freezewilter [power 176] (15/20 cooldown) =current= Freezewilter [power 176] (15/20 cooldown) =current=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +12% cold Changes damage: +18% cold Mana each turn: +0.16 Maximum vim: +20.00 It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Morningsweeper MorningsweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% blight Changes resistances penetration: +10% blight / +15% cold Changes damage: +15% light / +9% blight Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | gladiator's steel ring of frost (+24%) gladiator's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
Around waist | Snowonslaught the hardened leather belt Snowonslaught the hardened leather beltPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Con / +5 Mag Changes resistances: +9% nature Changes resistances penetration: +15% cold Mental save: +5 (+2 eff.) Life regen: +0.80 Mana each turn: +0.16 Maximum mana: +30.00 Mindpower: +4 (+2 eff.) Healing mod.: +13% A belt that goes around your waist. |
In main hand | Darkbreak the yew starstaff (20-24 power, 4 apr, darkness element) Darkbreak the yew starstaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness Changes resistances penetration: +10% cold Changes damage: +6% lightning / +20% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | dwarven-steel gauntlets 'Frozenravage' (0 def, 2 armour) dwarven-steel gauntlets 'Frozenravage' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Dex / +5 Wil / +2 Con Changes resistances: +3% cold Changes damage: +9% cold Mana each turn: +0.10 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | spellwoven cashmere robe of power (0 def, 0 armour) spellwoven cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +8% all Spell save: +20 (+6 eff.) Spellpower: +17 (+5 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Gibrewen (2 def, 0 armour) Gibrewen (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes resistances: +12% mind Changes resistances penetration: +5% arcane Changes damage: +3% arcane Critical mult.: +17.00% Stealth bonus: +8 Equilibrium when hit: +0.12 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet of perfection (0.15 Spell / Master of bones,0.15 Spell / Necrosis) wanderer's steel amulet of perfection (0.15 Spell / Master of bones,0.15 Spell / Necrosis)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +5 Con Talent masteries: +0.15 Spell / Necrosis +0.15 Spell / Master of bones Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Inventory
Polassra =cun= Polassra =cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Cun Talent mastery: +0.22 Spell / Master necromancer Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +6% Amulets make your neck look great! |
stabilizing gold amulet of healing =keep, old= stabilizing gold amulet of healing =keep, old=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +50% Pinning immunity: +23% Knockback immunity: +31% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Furnaceire the gold ring =cun= Furnaceire the gold ring =cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Cun / +5 Dex Changes resistances: +12% lightning / +3% fire Changes resistances penetration: +15% fire Changes damage: +18% fire Rings make your fingers look great! |
Inertial Twine =keep= Inertial Twine =keep=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong =cun= Nightsong =cun=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth =keep= Ring of Growth =keep=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring of perseverance =keep= marksman's steel ring of perseverance =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
mule's steel ring of aether (+12%) =carry= mule's steel ring of aether (+12%) =carry=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +12% arcane Changes damage: +12% arcane Maximum encumbrance: +20 Rings make your fingers look great! |
psionicist's steel ring of sensing =craft= psionicist's steel ring of sensing =craft=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
titan's steel ring of clarity =craft= titan's steel ring of clarity =craft=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
yew starstaff of breaching (20-24 power, 4 apr, darkness element) yew starstaff of breaching (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Aluldir the hardened leather belt Aluldir the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% cold / +3% fire Physical save: +18 (+9 eff.) Disarm immunity: +20% Life regen: +2.90 Healing mod.: +16% A belt that goes around your waist. |
Rope Belt of the Thaloren =cun= Rope Belt of the Thaloren =cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+8 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
cashmere cloak 'Chalodin' (2 def, 0 armour) =keep= cashmere cloak 'Chalodin' (2 def, 0 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% lightning / +15% temporal Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of frost (+16%) (0 def, 0 armour) =old= mindwoven linen robe of frost (+16%) (0 def, 0 armour) =old=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +16% cold Changes damage: +11% cold Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Oludil' (20 def, 0 armour) =res= woollen robe 'Oludil' (20 def, 0 armour) =res=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +5 Mag Changes resistances: +25% light / +9% all Changes damage: +17% light Silence immunity: +20% Spellpower: +10 (+3 eff.) Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beigund the pair of dwarven-steel boots (0 def, 8 armour) =surge= Beigund the pair of dwarven-steel boots (0 def, 8 armour) =surge=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +2 Wil Changes damage: +6% acid Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomwill (0 def, 12 armour) =ready= Gloomwill (0 def, 12 armour) =ready=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +12 Fatigue: +3% Damage when hit (Melee): 2 darkness Changes stats: +5 Str Changes damage: +6% darkness Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum stamina: +30.00 Infravision radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +28% Confusion immunity: +26% Stun/Freeze immunity: +33% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Un'fezan's Cap (1 def, 0 armour) =cun= Un'fezan's Cap (1 def, 0 armour) =cun=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Vorumith the Smolderwedge (2 def, 0 armour) =keep= Vorumith the Smolderwedge (2 def, 0 armour) =keep=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +4% physical / +22% fire Changes damage: +21% fire Pinning immunity: +20% Stun/Freeze immunity: +20% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Zubybeth the dwarven-steel helm (15 def, 4 armour) =keep?= Zubybeth the dwarven-steel helm (15 def, 4 armour) =keep?=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Defense: +15 (+7 eff.) Fatigue: +4% Changes stats: +3 Str / +5 Wil / +4 Cun Changes resistances: +3% physical Critical mult.: +20.00% Mental save: +8 (+4 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Thunderlash' (0 def, 3 armour) =rpen= hardened leather cap 'Thunderlash' (0 def, 3 armour) =rpen=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 10 lightning Changes stats: +3 Cun / +4 Wil Changes resistances: +3% acid Changes resistances penetration: +10% cold Changes damage: +3% acid Mindpower: +4 (+2 eff.) A cap made of leather. |
linen wizard hat 'Aroblek' (1 def, 10 armour) =res= linen wizard hat 'Aroblek' (1 def, 10 armour) =res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+0 eff.) Changes resistances: +12% lightning / +6% temporal / +3% cold / +6% fire Reduces incoming crit damage: 10.00% Silence immunity: +20% A pointy cloth hat, very wizardly... |
148 alchemist agate 148 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tarruhad the dwarven-steel pickaxe (dig speed 23 turns) =old, keep= Tarruhad the dwarven-steel pickaxe (dig speed 23 turns) =old, keep=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Str Changes resistances: +6% cold Physical save: +6 (+3 eff.) Maximum life: +100.00 Infravision radius: +2 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns) =dig= iron pickaxe (dig speed 36 turns) =dig=3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =charm= Rungof's Fang =charm=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
brass lantern 'Islille' =old= brass lantern 'Islille' =old=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +20% Confusion immunity: +10% Light radius: +3 Healing mod.: +11% 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. |
nightwalker's alchemist's lamp =old, keep= nightwalker's alchemist's lamp =old, keep=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) =hermit-sandworm= Rod of Recall (1/1) =hermit-sandworm=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
The Jolt =cun= The Jolt =cun=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of mindblast 'Barudunachik' [power 180] (15/15 cooldown) steel torque of mindblast 'Barudunachik' [power 180] (15/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances penetration: +20% blight Changes damage: +6% arcane Mana each turn: +0.08 Mindpower: +10 (+5 eff.) It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged yew totem of healing [power 386] (15/19 cooldown) =heal= supercharged yew totem of healing [power 386] (15/19 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
7 citrine 7 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. |
Achievements
By Xul the Shalore Necromancer level 15
37th Haze 122nd year of Ascendancy at 09:26 see stats
By Xul the Shalore Necromancer level 15
25th Dusk 122nd year of Ascendancy at 18:32 see stats
By Xul the Shalore Necromancer level 19
55th Haze 122nd year of Ascendancy at 03:46 see stats
By Xul the Shalore Necromancer level 10
9th Flare 122nd year of Ascendancy at 07:59 see stats
By Xul the Shalore Necromancer level 20
56th Haze 122nd year of Ascendancy at 21:04 see stats
By Xul the Shalore Necromancer level 18
46th Haze 122nd year of Ascendancy at 19:52 see stats
By Xul the Shalore Necromancer level 7
1st Mirth 122nd year of Ascendancy at 07:08 see stats
By Xul the Shalore Necromancer level 9
7th Flare 122nd year of Ascendancy at 01:36 see stats
By Xul the Shalore Necromancer level 9
9th Flare 122nd year of Ascendancy at 02:58 see stats
By Xul the Shalore Necromancer level 20
10th Allure 123rd year of Ascendancy at 02:43 see stats
By Xul the Shalore Necromancer level 9
8th Mirth 122nd year of Ascendancy at 10:14 see stats
By Xul the Shalore Necromancer level 25
77th Regrowth 123rd year of Ascendancy at 22:46 see stats
By Xul the Shalore Necromancer level 17
42nd Haze 122nd year of Ascendancy at 13:57 see stats
By Xul the Shalore Necromancer level 26
1st Pyre 123rd year of Ascendancy at 14:30 see stats
Log
Lord of Skulls (warrior) is no longer out of phase.
Lord of Skulls (warrior) uses Giant Leap.
Armoured skeleton warrior is dazed!
The shield around eternal bone giant crumbles.
Xul is dazed!
The Master resists the baneful energy!
Ghoul resists the baneful energy!
Orc soldier loses sight!
Lord of Skulls (warrior) resists the baneful energy!
Armoured skeleton warrior resists the baneful energy!
Orc soldier hits Xul for 180 physical damage.
Ghoul receives 62 healing from Ghoul's purging blight area effect.
The Master receives 24 healing from Ghoul's purging blight area effect.
Eternal bone giant receives 24 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 44 healing from Ghoul's purging blight area effect.
Dread receives 47 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 47 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) hits Xul for 175 physical damage.
Lord of Skulls (warrior) hits Eternal bone giant for (63 absorbed), 64 physical (64 total damage).
Lord of Skulls (warrior) hits Armoured skeleton warrior for 0 physical damage.
Bleeding from Xul hits Lord of Skulls (warrior) for (12 absorbed), 0 physical (0 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (1 absorbed), 0 acid, (4 absorbed), 0 darkness, (5 absorbed), 0 cold, (2 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Orc soldier for 4 acid, 6 darkness, 6 cold, 4 lightning (21 total damage).
Melee retaliation hits Armoured skeleton warrior for (3 absorbed), 0 acid, (5 absorbed), 0 darkness, (5 absorbed), 0 cold, (4 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (3 absorbed), 0 blight (0 total damage).
Armoured skeleton warrior hits Xul for 94 physical damage.
The Master casts Freeze.
Xul is not dazed anymore.
The Master hits Xul for 191 cold damage.
Xul the level 26 shalore necromancer was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.