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 | Cornac |
Class | Necromancer |
Level / Exp | 28 / 57% |
Size | medium |
Lifes / Deaths | Killed by ghast at level 28 on the 16th Pyre 123rd year of Ascendancy at 08:22 / 1 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 16 (base 11) |
Constitution | 33 (base 21) |
Magic | 88 (base 60) |
Willpower | 58 (base 38) |
Cunning | 26 (base 11) |
Resources
Life | -447/305 |
Mana | 302/569 |
Soul | 12/19 |
Healing Factor | 1.1789294477288 |
Regeneration | 0.29473236193219 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 24.602579952692 |
See Invisible | 41.602579952692 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 32 |
Accuracy | 10 |
Crit Chance | 7% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 32% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Cold | +49% |
Darkness | +42% |
Blight | +9% |
Arcane | +16% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Acid | +20% |
Cold | +18% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 44 |
Mental Save | 28 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 70%( 70%) |
All | + 25%( 70%) |
Darkness | + 35%( 70%) |
Temporal | + 36%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 36%( 70%) |
Fire | + 38%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic 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 78 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 Willpower 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 1117% for 10 turns (145 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 14 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 306.34 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. |
Class Talents
Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
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 | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | 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 repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)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 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 |
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 |
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 bear paw. * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Stire of Derth has completed an elixir of avoidance without your aid. 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 sandworm tooth. * '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 black mamba head. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. * You've found the needed snow giant kidney. 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: * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. * You've found the needed giant spider spinneret. | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Neryldanne the alchemist's lamp Neryldanne the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% blight / +15% temporal / +8% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% arcane Spellpower: +29 (+7 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +8 Damage Shield penetration: +20% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 33 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Decayed Visage (0 def, 0 armour) =current= Decayed Visage (0 def, 0 armour) =current=Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +3 Mag / +8 Wil / +4 Cun Changes damage: +9% blight / +10% arcane Spell save: +15 (+5 eff.) Maximum vim: +25.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Damage Shield penetration: +20% It can be used to activate talent Vimsense (costing 22 power out of 45/45) : Effective talent level: 2.0 Power cost: 22 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 27, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | iron pickaxe of quickening (dig speed 30 turns) =current= iron pickaxe of quickening (dig speed 30 turns) =current=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 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 | Bleaknigh BleaknighInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Con Changes resistances: +15% mind Changes resistances penetration: +10% darkness Changes damage: +9% cold / +6% mind / +27% darkness Physical save: +10 (+3 eff.) Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 23.31 cold and 15.64 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | Scumsmasher =current= Scumsmasher =current=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Mag / +1 Con Changes resistances: +3% nature Changes resistances penetration: +10% cold Physical save: +11 (+3 eff.) Infravision radius: +3 See invisible: +9 A belt that goes around your waist. |
In main hand | ash vilestaff 'Blastbender' (15-18 power, 3 apr, darkness element) ash vilestaff 'Blastbender' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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: +2 Cun Changes damage: +6% lightning / +15% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +7 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +13% Mental crit. chance: +2% Talent on hit(spell): Fireflash (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Brightwell' (0 def, 2 armour) hardened leather gloves 'Brightwell' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 51% Damage (Melee): 11 lightning Changes resistances: +7% lightning / +18% fire / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +5% 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. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Siliwe the cashmere cloak (10 def, 0 armour) Siliwe the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes resistances: +6% acid Changes resistances penetration: +20% acid Critical mult.: +20.00% Physical save: +14 (+4 eff.) 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 of manastreaming copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
Inventory
Arawen the Shockquick =keep= Arawen the Shockquick =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +18% lightning Changes damage: +12% lightning / +18% darkness / +6% acid Amulets make your neck look great! |
Urenik the Coalobeisance Urenik the CoalobeisancePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% light Changes resistances penetration: +25% darkness Changes damage: +3% lightning Blindness immunity: +32% Poison immunity: +20% Disarm immunity: +10% Infravision radius: +4 See stealth: +9 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper amethyst ring =old= copper amethyst ring =old=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +5% arcane / +22% light / +11% mind Changes resistances penetration: +15% arcane Changes damage: +11% mind / +12% arcane / +11% light / +4% all Blindness immunity: +23% Spell crit. chance: +2% Mental crit. chance: +2% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
gold quartz ring =old= gold quartz ring =old=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+10 eff.) Armour penetration: +10 Defense: +11 (+5 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 24 Damage (Melee): 16 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 24 Damage (Ranged): 16 physical Damage when hit (Melee): 6 lightning Changes stats: +3 Cun / +5 Mag Changes resistances: +15% lightning Changes resistances penetration: +15% arcane Changes damage: +9% lightning / +6% arcane Spell save: +10 (+4 eff.) Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's gold ring of lightning (+20%) =carry= mule's gold ring of lightning (+20%) =carry=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +22 Rings make your fingers look great! |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +28.00 Rings make your fingers look great! |
solipsist's gold ring of luminosity solipsist's gold ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 16 light Changes stats: +3 Mag / +5 Wil / +5 Cun Changes damage: +11% light Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
treant's gold ring of clarity treant's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +6% blight Mental save: +5 (+3 eff.) Poison immunity: +15% Disease immunity: +13% Confusion immunity: +26% Rings make your fingers look great! |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% nature / +7% blight Poison immunity: +10% Disease immunity: +22% Life regen: +12.00 Maximum life: +57.00 Healing mod.: +13% Rings make your fingers look great! |
wizard's stralite ring of pilfering wizard's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+11 eff.) Armour penetration: +7 Defense: +10 (+5 eff.) Changes stats: +5 Mag Spell save: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Haluran the Snowmistress (26-39 power, 2 apr)Haluran the Snowmistress (26-39 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 20% Damage (Melee): +20 cold Damage (radius 2) on crit: +8 darkness / +20 blight When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Changes resistances penetration: +15% cold Changes damage: +3% darkness Critical mult.: +23.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Aerenne the Icecutter (51-82 power, 2 apr)Aerenne the Icecutter (51-82 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 acid / +12 arcane Damage (radius 1) on hit: +4 arcane Damage (radius 2) on crit: +12 cold When wielded/worn: Damage when hit (Melee): 4 cold Changes damage: +9% acid / +12% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel greatsword of phasing (34-55 power, 22 apr)caustic dwarven-steel greatsword of phasing (34-55 power, 22 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (radius 2) on crit: +30 acid / +19 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +7% acid / +7% nature Massive two-handed swords. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 51.04 arcane and 62.48 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% It can be used to activate talent Manathrust (costing 3 power out of 3/3) : Effective talent level: 3.0 Power cost: 3 out of 3/3. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 192.02 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level. blighted yew magestaff of illumination (20-24 power, 4 apr, fire element)blighted yew magestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 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: +8 (+4 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +17.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +10% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.35 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. |
infernal yew starstaff of breaching (20-24 power, 4 apr, darkness element) infernal 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: Damage (Melee): 19 fire Changes resistances penetration: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +3% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of unlife =breathe= blurring rough leather belt of unlife =breathe=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Fulayadar' hardened leather belt 'Fulayadar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% light / +6% nature Life regen: +5.50 Only die when reaching: -40.00 life Maximum life: +80.00 Healing mod.: +13% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Fuladar (10 def, 8 armour) Fuladar (10 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +12 Armour: +8 Defense: +10 (+5 eff.) Changes stats: +2 Str / +5 Con Changes damage: +3% mind Critical mult.: +18.00% Stealth bonus: +7 Physical save: +14 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+7 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glacierwyrd the cashmere cloak (2 def, 0 armour) Glacierwyrd the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Mag / +9 Wil / +5 Cun Changes resistances: +18% cold Changes resistances penetration: +10% cold Spell save: +9 (+3 eff.) Maximum mana: +55.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
pair of dwarven-steel boots of void walking (0 def, 4 armour) pair of dwarven-steel boots of void walking (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% Changes resistances: +16% darkness / +14% temporal Changes resistances penetration: +12% darkness / +12% temporal Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% 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. pair of hardened leather boots 'Kogrim' (0 def, 3 armour)pair of hardened leather boots 'Kogrim' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 blight / 8 temporal Changes stats: +6 Mag Changes resistances: +6% blight Changes resistances penetration: +10% blight / +10% temporal Changes damage: +7% acid / +12% temporal / +7% blight Disease immunity: +34% Spellpower: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour) =carry= traveler's pair of iron boots of speed (0 def, 3 armour) =carry=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+2 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. |
Armychak the Charpython (0 def, 2 armour) =rpenet= Armychak the Charpython (0 def, 2 armour) =rpenet=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Damage when hit (Melee): 10 cold Changes resistances: +13% fire Changes resistances penetration: +25% fire / +10% cold Changes damage: +5% fire 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. |
This item will automatically be transmogrified when you leave the level. brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour)brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+12 eff.) Armour: +2 Changes stats: +3 Str / +6 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+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. |
hardened leather gloves 'Emelirinor' (0 def, 2 armour) hardened leather gloves 'Emelirinor' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +6 Con Reduces incoming crit damage: 15.00% Life regen: +3.00 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum stamina: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Layatta the Hailwarden (0 def, 4 armour) Layatta the Hailwarden (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 cold Changes stats: +5 Str / +12 Wil / +4 Cun Changes resistances: +8% blight / +9% physical Changes damage: +3% temporal Physical save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noonwilder the rough leather cap (0 def, 1 armour) =rpenet= Noonwilder the rough leather cap (0 def, 1 armour) =rpenet=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% light / +9% fire / +11% darkness / +5% arcane Changes resistances penetration: +20% cold Changes damage: +12% light A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel plate armour of clarity (0 def, 11 armour)fortifying dwarven-steel plate armour of clarity (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Str / +4 Con Changes resistances: +7% mind Mental save: +15 (+8 eff.) Maximum life: +54.00 A suit of armour made of metal plates. |
62 alchemist agate 62 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. |
2 onyx 2 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. |
6 aquamarine 6 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
6 opal 6 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of quickening (dig speed 25 turns)dwarven-steel pickaxe of quickening (dig speed 25 turns) 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. |
woodsman's iron pickaxe (dig speed 38 turns) =dig= woodsman's iron pickaxe (dig speed 38 turns) =dig=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature 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. |
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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Zuyon the Gleampower Zuyon the GleampowerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun / +4 Con Changes resistances: +3% mind Light radius: +7 See invisible: +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. |
ethereal alchemist's lamp of health ethereal alchemist's lamp of healthPowered by arcane forces Infused by nature 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag Maximum life: +46.00 Spellpower: +6 (+1 eff.) 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 =portl-dred-8= Scrying Orb =portl-dred-8=Powered 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) =hermit-east-oldforest= Rod of Recall (2/2) =hermit-east-oldforest=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. |
Eilineyabeth the Nimbusstreaker [power 206] (13 cooldown) Eilineyabeth the Nimbusstreaker [power 206] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +9% blight / +12% temporal Changes damage: +15% temporal It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 248] (13 cooldown) =heal= focusing yew totem of healing [power 248] (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. |
3 amethyst 3 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. |
Adithra the yew wand of clairvoyance [power 10] (9 cooldown) =map?= Adithra the yew wand of clairvoyance [power 10] (9 cooldown) =map?=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Cun Maximum psi: +20.00 Mental crit. chance: +3% It can be used to reveal the area around you, dispelling darkness (radius 10, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. evasive ash wand of lightning storm [power 200] (13 cooldown)evasive ash wand of lightning storm [power 200] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (222 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of clairvoyance [power 12] (13 cooldown) piercing elven-wood wand of clairvoyance [power 12] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 12, power 82 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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. |
citrine 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 Kel'Thuzad the Cornac Necromancer level 14
16th Dusk 122nd year of Ascendancy at 13:32 see stats
By Kel'Thuzad the Cornac Necromancer level 21
48th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Kel'Thuzad the Cornac Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 22:24 see stats
By Kel'Thuzad the Cornac Necromancer level 20
10th Allure 123rd year of Ascendancy at 04:53 see stats
By Kel'Thuzad the Cornac Necromancer level 18
69th Haze 122nd year of Ascendancy at 17:26 see stats
By Kel'Thuzad the Cornac Necromancer level 23
66th Regrowth 123rd year of Ascendancy at 00:12 see stats
By Kel'Thuzad the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 14:40 see stats
By Kel'Thuzad the Cornac Necromancer level 8
78th Pyre 122nd year of Ascendancy at 12:35 see stats
By Kel'Thuzad the Cornac Necromancer level 22
61st Regrowth 123rd year of Ascendancy at 08:20 see stats
By Kel'Thuzad the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 23:48 see stats
By Kel'Thuzad the Cornac Necromancer level 22
61st Regrowth 123rd year of Ascendancy at 00:33 see stats
By Kel'Thuzad the Cornac Necromancer level 19
9th Allure 123rd year of Ascendancy at 15:04 see stats
Log
Frost Cut from Kel'Thuzad hits Iceblock for 19 cold damage.
Searing Sight hits Armoured skeleton warrior for 16 light damage.
Searing Sight hits Eternal bone giant for 20 light damage.
Searing Sight hits Kel'Thuzad for (7 to ice), (1 to minion: eternal bone giant), 9 light (9 total damage).
Kel'Thuzad is free from the ice.
Bleeding from Kel'Thuzad hits Armoured skeleton warrior for 21 physical damage.
Bleeding from Kel'Thuzad hits Lord of Skulls (warrior) for (4 absorbed), 3 physical (3 total damage).
Ghast starts to bleed.
Ghoulking starts to bleed.
Ghast starts to bleed.
Eternal bone giant shatters!
Kel'Thuzad is no longer surging arcane power.
Kel'Thuzad's spell attains critical power!
Kel'Thuzad is surging arcane power.
Talent Ghost Walk is ready to use.
Bane of Confusion from The Master hits Kel'Thuzad for (11 to minion: eternal bone giant), 56 darkness (57 total damage).
Spikes of Decrepitude hits Ghoul for 20 cold, 20 darkness (41 total damage).
Spikes of Decrepitude hits Zubutira the master vampire for (12 blocked), 0 cold, (24 blocked), 0 darkness (0 total damage).
Spikes of Decrepitude hits Ghast for 17 cold, 20 darkness (38 total damage).
Spikes of Decrepitude hits Ghast for 17 cold, 12 darkness (30 total damage).
Ghoulking performs a melee critical strike against Kel'Thuzad!
Melee retaliation hits Ghast for 6 cold, 0 mind, 4 blight (12 total damage).
Melee retaliation hits Ghast for 6 cold, 0 mind, 4 blight (12 total damage).
Melee retaliation hits Ghoulking for 5 cold, 1 mind, 5 blight (11 total damage).
Ghast hits Kel'Thuzad for 80 physical damage.
Melee retaliation hits Ghast for 3 acid, 5 fire (9 total damage).
Ghoulking hits Kel'Thuzad for 124 physical damage.
Ghast hits Kel'Thuzad for 64 physical damage.
Ghast hits Armoured skeleton warrior for 53 physical damage.
Kel'Thuzad the level 28 cornac necromancer was crushed to death by a ghast on level 9 of Dreadfell.