Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 25 / 7% |
Size | medium |
Lifes / Deaths | Killed by Aryra the elven cultist at level 25 on the 63rd Dusk 122nd year of Ascendancy at 04:12 / 2Killed by Aryra the elven cultist at level 25 on the 63rd Dusk 122nd year of Ascendancy at 04:15 |
Primary Stats
Strength | 29 (base 17) |
Dexterity | 22 (base 10) |
Constitution | 26 (base 22) |
Magic | 60 (base 50) |
Willpower | 40 (base 34) |
Cunning | 27 (base 14) |
Resources
Life | -570/652 |
Mana | 478/478 |
Soul | 16/16 |
Healing Factor | 1.3916586254954 |
Regeneration | 11.481183660337 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 14 |
Offense: Mainhand
Damage | 30 |
Accuracy | 22 |
Crit Chance | 13% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Acid | +3% |
Physical | +3% |
Cold | +20% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +15% |
Mind | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 65 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 33 |
Mental Save | 38 |
Defense: Resistances
Acid | + 32%( 70%) |
Arcane | + 21%( 70%) |
Mind | + 19%( 70%) |
All | + 17%( 70%) |
Lightning | + 31%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 32%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 34% |
Bleed Resistance | 100% |
Confusion Resistance | 28% |
Fear Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Effects
Quests
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 failed to protect the lost defiler from death by Cyranne the large white snake. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Eilinydaba the midge swarm. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed chunk of ghoul flesh. 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 skeleton mage skull. * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Ragusin (0 def, 3 armour) Ragusin (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +3% acid +3% physical Acc +5 (+3 eff.) Apr +4 ----- def ----- Armour +3 Phys.save +3 (+1 eff.) Stealth +8 Die.at -80.00 life A pair of boots made of leather. |
Light source | brass lantern 'Genn' brass lantern 'Genn'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% physical ----- def ----- Defense +5 (+3 eff.) Resists +1% physical Max.HP +41.00 ---------- misc Max.stam +30.00 Light +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. |
On head | Abyssrain (0 def, 17 armour) Abyssrain (0 def, 17 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +17 Fatigue +4% Resists +6% lightning +6% fire Crit.chn- 5.00% Die.at -80.00 life Heal.mod +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Aerodir the iron pickaxe (dig speed 38 turns) Aerodir the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Spell.crit +2% S.pwr/crit +2 ----- def ----- Fatigue -5% Resists +3% mind Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Gatha the Pitchquake Gatha the Pitchquake0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Armour +16 Defense +15 (+7 eff.) Resists +18% acid Max.HP +46.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | Nightpeal the steel ring Nightpeal the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +10% mind ----- def ----- Resists +5% arcane +12% fire Mind.save +7 (+3 eff.) Confus- +28% ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | yew starstaff 'Emadath' (20-24 power, 4 apr, cold element) yew starstaff 'Emadath' (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +21.00% Spell.pwr +14 (+5 eff.) Melee+ 20 fire Dmg.mod +20% cold ----- def ----- Armour +6 Crit.chn- 10.00% Phys.save +8 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 ---------- misc Mana/turn +0.19 Max.mana +60.00 See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Pitchward' (0 def, 7 armour) hardened leather gloves 'Pitchward' (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Wil +2 Con dps ---------- Melee+ 8 nature Dmg.mod +6% nature ----- def ----- Armour +7 Resists +7% nature +9% darkness Phys.save +13 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +16 (+6 eff.) Max.HP +58.00 Disarm- +34% ---------- misc Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | Balukalthorarim (2 def, 0 armour) Balukalthorarim (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Mag +1 Wil +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Phys.save +21 (+7 eff.) Max.HP +63.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of willpower (+3) grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
mule's copper ring of sensing mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +22% ---------- misc Max.enc +23 Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
savior's copper ring of light (+22%) savior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
slime-covered stralite battleaxe of crippling (40-61 power, 3 apr) slime-covered stralite battleaxe of crippling (40-61 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Disrupt/Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 46% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Plaguebloom the elm magestaff (10-12 power, 2 apr, cold element) Plaguebloom the elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +4 Str dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane +10% cold Melee Ret 2 nature ----- def ----- Armour +5 Defense +5 (+3 eff.) Crit.chn- 15.00% ---------- misc Light +1 Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silanor the Woerain (15-18 power, 3 apr, cold element) Silanor the Woerain (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Crit.mult +15.00% Phys.pwr +6 (+3 eff.) Spell.pwr +16 (+6 eff.) Melee+ 19 fire Dmg.mod +9% acid +15% cold +6% darkness Acc +7 (+4 eff.) ----- def ----- Phys.save +8 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Treeraven (10-12 power, 2 apr, cold element) Treeraven (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Mind.crit +1% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 46% ---------- misc Hate/m.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (10-12 power, 2 apr, cold element) cruel elm magestaff of illumination (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.18 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Yvaraba Yvaraba1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +3 Cun +1 Con ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
cleansing rough leather belt of resilience cleansing rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +7% blight Max.HP +31.00 A belt that goes around your waist. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Daypyre' rough leather belt 'Daypyre'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +25 (+11 eff.) Resists +3% light Mind.save +12 (+5 eff.) HP.reg +0.80 Heal.mod +11% Disease- +20% A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Harydraldil (1 def, 0 armour) Harydraldil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Defense +1 (+1 eff.) Crit.chn- 5.00% Phys.save +9 (+3 eff.) Die.at -40.00 life Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velewen (2 def, 0 armour) Velewen (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +5 Con dps ---------- Apr +2 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+4 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Magmaschism' (6 def, 0 armour) linen cloak 'Magmaschism' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% fire ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane +3% temporal Max.HP +31.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour) linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =OOP= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =OOP=2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +16% temporal Spell.save +6 (+3 eff.) Def/telep +20 Res/telep +12% Dur/telep +16% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour) thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc 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 On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidrock (0 def, 3 armour) Voidrock (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Mag dps ---------- Res.pen +25% darkness ----- def ----- Armour +3 ---------- misc Infravis +1 See.Invis +3 A pair of boots made of leather. |
pair of rough leather boots 'Jetrock' (0 def, 1 armour) pair of rough leather boots 'Jetrock' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +7% lightning +6% temporal Max.HP +20.00 HP.reg +4.00 Silence- +20% Teleport- +10% A pair of boots made of leather. |
pair of rough leather boots 'Rheruista' (0 def, 1 armour) pair of rough leather boots 'Rheruista' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Con +8 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +1 A pair of boots made of leather. |
heroic hardened leather gloves (0 def, 5 armour) heroic hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +7 (+3 eff.) Max.HP +53.00 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. |
umbral rough leather gloves of magic (+3) (0 def, 1 armour) umbral rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +1 Resists +6% darkness 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. |
Layobrenn (21 def, 0 armour) Layobrenn (21 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +21 (+9 eff.) Resists +6% lightning +6% temporal +6% darkness Phys.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Salodhewe the linen wizard hat (6 def, 0 armour) Salodhewe the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Phys.pwr +10 (+5 eff.) Spell.pwr +3 (+1 eff.) Apr +2 ----- def ----- Defense +6 (+3 eff.) ---------- misc Mana/turn +0.11 Max.mana +60.00 A pointy cloth hat, very wizardly... |
Takalthochak the cashmere wizard hat (2 def, 0 armour) Takalthochak the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +18% arcane ----- def ----- Defense +2 (+1 eff.) Resists +4% lightning +4% temporal +5% light +5% fire +4% nature +5% acid +5% blight +5% cold +5% darkness Die.at -80.00 life A pointy cloth hat, very wizardly... |
insulating linen wizard hat of frost (+20%) (1 def, 0 armour) insulating linen wizard hat of frost (+20%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +20% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Rimespawner' (0 def, 1 armour) rough leather cap 'Rimespawner' (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% nature +3% darkness Spell.save +9 (+4 eff.) Die.at -60.00 life A cap made of leather. |
Gloruriadalle the dwarven-steel mail armour (3 def, 8 armour) Gloruriadalle the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Mag ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +15% lightning +17% fire Max.HP +20.00 HP.reg +3.00 Heal.mod +12% Confus- +10% A suit of armour made of mail. |
Eremitar the iron shield (0 def, 4 armour, 86 block) Eremitar the iron shield (0 def, 4 armour, 86 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning Max.HP +40.00 Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
367 alchemist agate 367 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.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) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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. |
Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 357/400 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Reasons the Skeleton Necromancer level 16
13rd Dusk 122nd year of Ascendancy at 22:59 see stats
By Reasons the Skeleton Necromancer level 20
38th Dusk 122nd year of Ascendancy at 13:00 see stats
By Reasons the Skeleton Necromancer level 10
6th Flare 122nd year of Ascendancy at 07:19 see stats
By Reasons the Skeleton Necromancer level 20
35th Dusk 122nd year of Ascendancy at 14:32 see stats
By Reasons the Skeleton Necromancer level 24
51st Dusk 122nd year of Ascendancy at 17:24 see stats
By Reasons the Skeleton Necromancer level 14
5th Dusk 122nd year of Ascendancy at 14:48 see stats
By Reasons the Skeleton Necromancer level 22
41st Dusk 122nd year of Ascendancy at 00:34 see stats
By Reasons the Skeleton Necromancer level 15
7th Dusk 122nd year of Ascendancy at 00:25 see stats
By Reasons the Skeleton Necromancer level 25
63rd Dusk 122nd year of Ascendancy at 04:12 see stats
Log
Wretchling's acid area effect hits Something for 16 acid damage.
Wretchling's acid area effect hits Reasons for 19 acid damage.
Wretchling's acid area effect hits Ghoul for 29 acid damage.
Wretchling's acid area effect hits Anhut the wretchling for 8 acid damage.
Phantasmal Shield hits Wretchling for 226 light damage.
Phantasmal Shield hits Ghoul for 199 light damage.
Phantasmal Shield hits Anhut the wretchling for (153 to time), 73 light (73 total damage).
Emelomitta the elven cultist uses torque!
Anhut the wretchling uses Shattering Shout.
Anhut the wretchling hits Ghoul for (51 resilience), 308 physical (308 total damage).
Anhut the wretchling hits Reasons for 289 physical damage.
Reasons is afflicted by a weakness disease!
Aryra the elven cultist's Soul Rot hits Reasons for 516 blight damage.
Weakness Disease from Aryra the elven cultist hits Reasons for 59 blight damage.
Reasons misses Something.
Anhut the wretchling's spell attains critical power!
Ghoul is covered in acid!
Anhut the wretchling receives 45 healing from Temporal Restoration Field.
Ghoul hits Anhut the wretchling for 36 physical damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Anhut the wretchling for 10 acid damage.
Wretchling's acid area effect hits Reasons for 28 acid damage.
Wretchling's acid area effect hits Ghoul for 38 acid damage.
Wretchling's acid area effect hits Something for 19 acid damage.
Wretchling's acid area effect killed Ghoul!
A shield forms around Reasons.
A barrier bursts from the leather jacket!
Something hits Reasons for (124 absorbed), 25 lightning (25 total damage).
Reasons the level 25 skeleton necromancer was bolted to death by Aryra the elven cultist on level 1 of Dark crypt.