









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 24 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by poison spore at level 23 on the 25th Regrowth 123rd year of Ascendancy at 11:33 0 / 7Killed by fire drake at level 23 on the 28th Regrowth 123rd year of Ascendancy at 15:22 Killed by The Master at level 24 on the 31st Regrowth 123rd year of Ascendancy at 03:40 Killed by armoured skeleton warrior at level 24 on the 31st Regrowth 123rd year of Ascendancy at 05:30 Killed by The Master at level 24 on the 31st Regrowth 123rd year of Ascendancy at 09:18 Killed by armoured skeleton warrior at level 24 on the 31st Regrowth 123rd year of Ascendancy at 14:31 Killed by Roziel at level 24 on the 31st Regrowth 123rd year of Ascendancy at 14:37 |
Primary Stats
| Strength | 16 (base 18) |
| Dexterity | 11 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 58 (base 54) |
| Willpower | 63 (base 41) |
| Cunning | 23 (base 11) |
Resources
| Life | 265/265 |
| Mana | 520/526 |
| Soul | 20/20 |
| Vim | 202/202 |
| Healing Factor | 1.1711363549267 |
| Regeneration | 0.29278408873169 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 21 |
| Crit Chance | 11% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Physical | +5% |
| Mind | +5% |
| Arcane | +10% |
| Cold | +33% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +20% |
| Arcane | +20% |
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 32 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 36%( 70%) |
| Nature | + 18%( 70%) |
| Darkness | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 48%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Pinning Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 155 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 1129% for 10 turns (56 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Animus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by multi-hued drake hatchling. Escort: repented thief (level 7 of Dreadfell) | failed |
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 Constitution 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 125. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. 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...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. | 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 within3 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 | miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Shimmerquell the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +3% light +13% cold Ignore resists +20% light +20% lightning When Hit 2 lightning defense ------ Defense +2 (+1 eff.) Resistance +3% lightning +19% cold +6% darkness A pointy cloth hat, very wizardly... |
| Tool | cleansing elm wand of shielding [power 116] (4/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Aeriromigas'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +4% Ignore resists +20% arcane defense ------ Resistance +12% cold Life +68.00 Disarm Resist +20% Pinning Resist +23% Stun Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
| Around waist | noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +23% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
| In main hand | Crystalline Yew magestaff (25-30 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +3% Physical Power +12 (+6 eff.) Spellpower +21 (+7 eff.) Damage +10% arcane +20% cold other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.68 to 45.85 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 9/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Adewyn (7 def, 10 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil offense ------ Critical power +11.00% Accuracy +8 (+4 eff.) Ignore Armor +10 defense ------ Armor +10 Defense +7 (+4 eff.) Resistance +9% darkness +12% cold Stealth +8 other ------- Max vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+3 eff.) Resist unseen 12% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Spell / Death)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +21% other ------- Masteries +0.11 Spell/Death Amulets make your neck look great! |
insulating steel amulet of mastery (0.16 Spell / Age of dusk)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% fire +11% cold other ------- Masteries +0.16 Spell/Age of dusk Amulets make your neck look great! |
psionicist's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of frost (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +12% cold defense ------ Defense +4 (+2 eff.) Resistance +24% cold Rings make your fingers look great! |
rogue's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +8 (+4 eff.) Spellpower +10 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
warrior's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
dwarven-steel greatsword of crippling (38-61 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed swords. |
dwarven-steel longsword (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Normal] Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+5 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
bloodlich's ash magestaff of breaching (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Cun +2 Con offense ------ Spell Crit +2% Critical power +14.00% Spellpower +6 (+2 eff.) Damage +15% cold Ignore resists +8% cold other ------- Negative/turn +0.20 Vim-on-crit +4.00 Max vim +22.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel waraxe (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 One-handed war axes. |
truestriking dwarven-steel waraxe of projection (18-24 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master/Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +8% physical Accuracy +6 (+3 eff.) Ignore Armor +7 One-handed war axes. |
blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +10 (+5 eff.) Resistance +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Manudur'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Wil offense ------ When Hit 8 blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +8 (+4 eff.) Physical save +15 (+8 eff.) other ------- Max vim +50.00 A belt that goes around your waist. |
Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+3 eff.) Mindpower +8 (+3 eff.) defense ------ Defense +1 (+1 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 15 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
shimmering cashmere wizard hat of balance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane/Psionic While equipped: offense ------ Damage +12% arcane defense ------ Defense +2 (+1 eff.) other ------- EQ when Hit +1.00 Psi when Hit +1.20 Hate when Hit +0.80 Max mana +41.00 A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Master While equipped: defense ------ Armor +14 Defense +3 (+2 eff.) Fatigue +7% Physical save +10 (+5 eff.) A suit of armour made of mail. |
dwarven-steel plate armour 'Urthutorerab' (0 def, 24 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +2.0% When Hit 6 blight defense ------ Armor +24 Fatigue +22% Resistance +8% acid +8% physical +9% temporal +7% fire +8% lightning +7% cold A suit of armour made of metal plates. |
8 agate0.0 Encumbrance 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. |
137 alchemist agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance 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. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
10 opal0.0 Encumbrance 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. |
15 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
soldier's dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +7% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
steel torque of clear mind [power 2] (4/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (4/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Roziel the Shalore Necromancer level 20
65th Haze 122nd year of Ascendancy at 12:59 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Roziel the Shalore Necromancer level 21
2nd Regrowth 123rd year of Ascendancy at 14:56 see stats
Exterminator
Killed 1000 creatures.By Roziel the Shalore Necromancer level 19
35th Haze 122nd year of Ascendancy at 21:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Roziel the Shalore Necromancer level 16
53rd Dusk 122nd year of Ascendancy at 18:54 see stats
Level 10
Got a character to level 10.By Roziel the Shalore Necromancer level 10
2nd Flare 122nd year of Ascendancy at 13:31 see stats
Level 20
Got a character to level 20.By Roziel the Shalore Necromancer level 20
59th Haze 122nd year of Ascendancy at 16:51 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Roziel the Shalore Necromancer level 19
42nd Haze 122nd year of Ascendancy at 22:51 see stats
That was close
Killed your target while having only 1 life left.By Roziel the Shalore Necromancer level 14
47th Dusk 122nd year of Ascendancy at 11:56 see stats
The Arena
Unlocked Arena mode.By Roziel the Shalore Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 01:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Roziel the Shalore Necromancer level 19
59th Haze 122nd year of Ascendancy at 16:51 see stats
The secret city
Discovered the truth about mages.By Roziel the Shalore Necromancer level 8
9th Mirth 122nd year of Ascendancy at 05:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Roziel the Shalore Necromancer level 17
61st Dusk 122nd year of Ascendancy at 19:20 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Roziel the Shalore Necromancer level 24
31st Regrowth 123rd year of Ascendancy at 14:37 see stats
Log
Ghoul receives 31 healing from Ghoul's purging blight area effect.
The Master casts Manathrust.
Your shield crumbles under the damage!
The shield around Roziel crumbles.
Skeleton master archer shoots!
Bleeding from Roziel hits Armoured skeleton warrior for (15 blocked), 0 physical (0 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 absorbed), 0 lightning (0 total damage).
Bleeding from Roziel hits Lord of Skulls (warrior) for (17 absorbed), 0 physical (0 total damage).
Armoured skeleton warrior hits Roziel for 80 physical damage.
The Master hits Roziel for (77 absorbed), 72 arcane (72 total damage).
The Master hits Ghoul for 117 arcane damage.
The Master hits Armoured skeleton warrior for 132 arcane damage.
Roziel the level 24 shalore necromancer was crushed to death by an armoured skeleton warrior on level 9 of Dreadfell.
You have no more lives left.
The shield around eternal bone giant crumbles.
Eternal bone giant drops its additional bones.
Skeleton master archer drops its additional bones.
Skeleton mage drops its additional bones.
The shield around skeleton mage crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Master killed Roziel!
Saving game...
Saving done.
Talent Surge of Undeath is ready to use.
Roziel unleashes a blast of frostdusk as he crosses the veil!
Roziel casts Black Ice.
New Achievement: Utterly Destroyed!



































































































