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 | 25 / 43% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 25 on the 75th Regrowth 123rd year of Ascendancy at 16:33 / 1 |
Primary Stats
Strength | 17 (base 17) |
Dexterity | 11 (base 10) |
Constitution | 25 (base 25) |
Magic | 97 (base 55) |
Willpower | 44 (base 29) |
Cunning | 16 (base 11) |
Resources
Life | -381/254 |
Mana | 371/501 |
Soul | 11/14 |
Healing Factor | 1.1245178243369 |
Regeneration | 3.6546829290949 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 25.815289237657 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 35 |
Accuracy | 5 |
Crit Chance | 8% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 25% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Blight | +19% |
Arcane | +18% |
Cold | +13% |
All | +7% |
Lightning | +13% |
Temporal | +14% |
Darkness | +47% |
Fire | +16% |
Nature | +19% |
Offense: Damage Penetration
Lightning | +15% |
Blight | +15% |
Darkness | +30% |
Fire | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 5 (35.65183292883%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 37 |
Mental Save | 30 |
Defense: Resistances
Darkness | + 47%( 70%) |
Lightning | + 29%( 70%) |
Cold | + 42%( 70%) |
Mind | + 44%( 70%) |
Blight | + 29%( 70%) |
Acid | + 31%( 70%) |
Fire | + 53%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Silence Resistance | 28% |
Confusion Resistance | 33% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 13% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 243.85 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 48 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 820% for 10 turns (110 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower 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 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | 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 Wrathroot. * 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 fire 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: * '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.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * '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.' | 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 within1 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 | pair of iron boots 'Eilinewe' (0 def, 3 armour) =current= pair of iron boots 'Eilinewe' (0 def, 3 armour) =current=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 blight Changes stats: +5 Mag / +2 Wil Changes resistances penetration: +5% blight Critical mult.: +5.00% Spell crit. chance: +2% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Radhonik the Flashglory Radhonik the FlashgloryCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances: +6% acid / +27% fire / +15% mind Changes resistances penetration: +10% fire / +10% all Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Grinakan the Hellsknave (1 def, 0 armour) =current= Grinakan the Hellsknave (1 def, 0 armour) =current=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 fire Changes resistances: +16% darkness Changes damage: +11% darkness / +6% fire Maximum hate: +2.00 Maximum psi: +40.00 A pointy cloth hat, very wizardly... |
Tool | dwarven-steel pickaxe of quickening (dig speed 23 turns) =current= dwarven-steel pickaxe of quickening (dig speed 23 turns) =current=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Garomilen' gold ring 'Garomilen'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +8 Mag / +5 Wil / +4 Cun Changes resistances: +3% blight Changes damage: +12% blight Mental save: +5 (+3 eff.) Confusion immunity: +23% Spellpower: +14 (+4 eff.) Rings make your fingers look great! |
On fingers | steel ring of arcana (+0.15/turn) =current= steel ring of arcana (+0.15/turn) =current=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +28% Mana each turn: +0.15 Rings make your fingers look great! |
Around waist | Balugorim the Scabwind Balugorim the ScabwindInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% mind Changes damage: +12% nature Maximum life: +34.00 A belt that goes around your waist. |
In main hand | ethereal yew starstaff of might (20-24 power, 4 apr, darkness element) ethereal yew starstaff of might (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: Defense: +13 (+7 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Damage Shield penetration: +12% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
On hands | Unresin the Nightsin (0 def, 2 armour) =current= Unresin the Nightsin (0 def, 2 armour) =current=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +15% cold Changes resistances penetration: +10% darkness Changes damage: +6% cold Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +21.00 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. |
Main armor | timebroken woollen robe of power (0 def, 0 armour) =current= timebroken woollen robe of power (0 def, 0 armour) =current=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +9% all Changes damage: +7% temporal / +11% arcane / +7% all Maximum mana: +19.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Fogbone' (1 def, 0 armour) linen cloak 'Fogbone' (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: +2 Mag / +2 Wil Changes resistances: +12% darkness / +6% fire Changes resistances penetration: +10% darkness / +5% lightning Changes damage: +6% lightning / +3% fire / +9% darkness Spell save: +6 (+3 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Arthydor' copper amulet 'Arthydor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% cold / +3% fire Critical mult.: +15.00% Blindness immunity: +13% Poison immunity: +20% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. blink rune (range 5; phase 17; cd 15)blink rune (range 5; phase 17; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
Curequench the steel amulet =old= Curequench the steel amulet =old=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con / +2 Mag Changes resistances: +14% light / +10% darkness Changes resistances penetration: +5% mind Changes damage: +3% nature / +6% mind Blindness immunity: +26% Light radius: +3 Amulets make your neck look great! |
clarifying copper amulet of cunning (+3) =keep= clarifying copper amulet of cunning (+3) =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
Darktrial =rpenet, carry= Darktrial =rpenet, carry=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 2 darkness Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +6% mind / +9% cold Maximum encumbrance: +26 Rings make your fingers look great! |
Furnacepain the steel ring =keep= Furnacepain the steel ring =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +24% nature / +3% light Changes damage: +9% fire / +12% nature / +24% mind Rings make your fingers look great! |
rogue's copper ring of tenacity =keep= rogue's copper ring of tenacity =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
savior's steel ring of perseverance =keep= savior's steel ring of perseverance =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+6 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel greatmaul of massacre (53-80 power, 2 apr)warbringer's dwarven-steel greatmaul of massacre (53-80 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+6 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Tulylar'ash longbow 'Tulylar' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +14 (+8 eff.) Changes stats: +3 Str / +4 Mag Changes resistances penetration: +5% blight Changes damage: +12% blight Mental save: +6 (+3 eff.) Maximum vim: +20.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +1% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbowyew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel mace of massacre (37-52 power, 4 apr)flaming dwarven-steel mace of massacre (37-52 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Blunt and deadly. |
Dagurand the Sparkgore (20-24 power, 4 apr, darkness element) =old= Dagurand the Sparkgore (20-24 power, 4 apr, darkness element) =old=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: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +12% See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff (15-18 power, 3 apr, darkness element)cruel ash starstaff (15-18 power, 3 apr, darkness element) 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: 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 damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff (20-24 power, 4 apr, acid element)cruel yew vilestaff (20-24 power, 4 apr, acid 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: Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of channeling (20-24 power, 4 apr, acid element)cruel yew vilestaff of channeling (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 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: Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.10 Spellpower: +19 (+5 eff.) Spell crit. chance: +10% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew vilestaff (20-24 power, 4 apr, blight element)earthen yew vilestaff (20-24 power, 4 apr, blight 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: Armour: +4 Armour Hardiness: +2% Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +4 (+4 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (18-25 power, 4 apr)dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (20-28 power, 4 apr)dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
rough leather belt of unlife =breathe= rough leather belt of unlife =breathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Islokira' (2 def, 0 armour) =keep= cashmere cloak 'Islokira' (2 def, 0 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% lightning / +9% cold Reduces incoming crit damage: 15.00% Spell save: +8 (+4 eff.) Mental save: +17 (+9 eff.) Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Cobrawasp' (0 def, 0 armour) =keep= linen robe 'Cobrawasp' (0 def, 0 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +1 Str Changes resistances: +18% darkness / +7% all Changes damage: +12% darkness / +9% nature Critical mult.: +10.00% Infravision radius: +1 See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. timebroken cashmere robe of the mind (+14%) (0 def, 0 armour)timebroken cashmere robe of the mind (+14%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +14% mind / +11% all Changes damage: +10% temporal / +10% arcane / +14% mind Maximum mana: +14.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of speed (0 def, 4 armour) =carry= traveler's pair of dwarven-steel boots of speed (0 def, 4 armour) =carry=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +28 Physical save: +5 (+5 eff.) 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% 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. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel helm (0 def, 4 armour)cleansing dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% nature / +5% blight 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. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% 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. rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +9.10 Stamina each turn: +1.00 Maximum life: +20.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield (0 def, 6 armour, 87.5 block)acidic dwarven-steel shield (0 def, 6 armour, 87.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 4 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 75 block)shocking dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 75 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 13 lightning Damage when hit (Melee): 9 lightning Changes resistances: +18% cold Talent granted: +1 Block Handheld deflection devices. |
274 alchemist agate 274 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. |
onyx 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns) =dig= miner's iron pickaxe (dig speed 28 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
Ividhemira the alchemist's lamp =con= Ividhemira the alchemist's lamp =con=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +9 Con Changes resistances: +8% blight Life regen: +9.00 Maximum psi: +20.00 Light radius: +6 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. |
garnet 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) =hermit-east-losthope= Rod of Recall (2/2) =hermit-east-losthope=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 172 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. |
focusing yew totem of healing [power 248] (17/13 cooldown) =heal= focusing yew totem of healing [power 248] (17/13 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 248 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
10 citrine 10 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. |
2 zircon 2 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 Xul the Shalore Necromancer level 13
9th Dusk 122nd year of Ascendancy at 04:10 see stats
By Xul the Shalore Necromancer level 20
6th Allure 123rd year of Ascendancy at 16:59 see stats
By Xul the Shalore Necromancer level 10
1st Summertide 122nd year of Ascendancy at 10:55 see stats
By Xul the Shalore Necromancer level 20
6th Allure 123rd year of Ascendancy at 09:37 see stats
By Xul the Shalore Necromancer level 19
2nd Decay 122nd year of Ascendancy at 03:29 see stats
By Xul the Shalore Necromancer level 20
7th Allure 123rd year of Ascendancy at 23:09 see stats
By Xul the Shalore Necromancer level 8
6th Mirth 122nd year of Ascendancy at 00:58 see stats
By Xul the Shalore Necromancer level 22
37th Regrowth 123rd year of Ascendancy at 22:19 see stats
By Xul the Shalore Necromancer level 8
7th Mirth 122nd year of Ascendancy at 15:25 see stats
By Xul the Shalore Necromancer level 23
67th Regrowth 123rd year of Ascendancy at 02:32 see stats
By Xul the Shalore Necromancer level 18
68th Haze 122nd year of Ascendancy at 06:31 see stats
Log
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Faerlhing!
Darkness pulsates around Xul!
You collect a new ingredient: faerlhing fang (1).
Armoured skeleton warrior hits Faerlhing for 271 physical, (9 ignored), 0 fire, 76 physical (348 total damage).
Skeleton mage hits Faerlhing for 245 arcane damage.
Skeleton mage killed Faerlhing!
Your shield crumbles under the damage!
The shield around Xul crumbles.
Faerlhing's arcane area effect hits Skeleton mage for 134 arcane damage.
Faerlhing's arcane area effect hits Xul for (48 absorbed), 66 arcane (66 total damage).
Faerlhing's arcane area effect hits Armoured skeleton warrior for 143 arcane damage.
Faerlhing's arcane area effect hits Armoured skeleton warrior for 134 arcane damage.
Skeleton mage picks up the remains of its fallen comrade.
Skeleton mage shatters!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Faerlhing's arcane area effect hits Armoured skeleton warrior for 143 arcane damage.
Faerlhing's arcane area effect hits Armoured skeleton warrior for 134 arcane damage.
Faerlhing's arcane area effect hits Xul for 114 arcane damage.
Faerlhing's arcane area effect hits Skeleton mage for 134 arcane damage.
Faerlhing's arcane area effect killed Skeleton mage!
Faerlhing's arcane area effect killed Armoured skeleton warrior!
Armoured skeleton warrior shatters!
Faerlhing's arcane area effect hits Armoured skeleton warrior for 111 arcane damage.
Faerlhing's arcane area effect hits Xul for 114 arcane damage.
Xul the level 25 shalore necromancer was blasted to death by a faerlhing on level 1 of Dreadfell.