Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's Autoexplore & Rest Tweaks 1.2.0v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 22 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Glykira the large brown snake at level 5 on the 2nd Mirth 122nd year of Ascendancy at 18:21 0 / 6Killed by Bethynn the copperhead snake at level 7 on the 3rd Mirth 122nd year of Ascendancy at 11:31 Killed by Blood Master at level 16 on the 63rd Haze 122nd year of Ascendancy at 08:00 Killed by Emelana the snow giant at level 17 on the 4th Regrowth 123rd year of Ascendancy at 08:34 Killed by skeleton archer at level 20 on the 32nd Pyre 123rd year of Ascendancy at 07:58 Killed by The Master at level 22 on the 37th Pyre 123rd year of Ascendancy at 19:04 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 18 (base 10) |
| Constitution | 34 (base 22) |
| Magic | 66 (base 51) |
| Willpower | 30 (base 22) |
| Cunning | 35 (base 19) |
Resources
| Life | -29/421 |
| Mana | 173/391 |
| Positive | 111/113 |
| Souls | 11/13 |
| Healing Factor | 1 |
| Regeneration | 21.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 12 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 23.55 |
| Spell Save | 39.8 |
| Mental Save | 38.375 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 20) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any horror around. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 276 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1308% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Necrotic minions | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 311 HP on the iceblock remaining. Frozen |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target is recovering 14 life each turn. Recovery |
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * 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 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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 54. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ritch stinger. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * '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.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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 wretchling eyeball. | 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 Clear | active |
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 | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] wanderer's pair of hardened leather boots (0 def, 3 armour)wanderer's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Con Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Physical save: +11 (+6 eff.) Mental save: +13 (+5 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A pair of boots made of leather. |
| Light source | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Mental save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light radius: +5 See stealth: +7 See invisible: +6 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 | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Crown of Eternal Night (0 def, 3 armour)Crown of Eternal Night (0 def, 3 armour) Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. The set is complete. Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20%(-6%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.10 Cunning / Stealth +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spell save: +15 (+5 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +30% Knockback immunity: +30% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light radius: -1 It can be used to activate talent Retch (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. 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 23 blight damage or heals 34 life. Creatures standing in the retch also have 11% 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. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. This item has been sent to the Item's Vault. |
| Tool | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] steel torque of clear mind [power 2] (10 cooldown)steel torque of clear mind [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] mule's steel ring of arcana(+0.11/turn)mule's steel ring of arcana(+0.11/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Fatigue: -5% Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Maximum encumbrance: +20 Silence immunity: +23% Mana each turn: +0.11 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
| On fingers | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] mule's stralite ring of darkness (+28%)mule's stralite ring of darkness (+28%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Fatigue: -6% Changes resistances: +28% darkness Changes damage: +14%(-12%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Maximum encumbrance: +24 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
| Around waist | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Jaw of RogrothJaw of Rogroth Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) (-23 (-8 eff.)) Spell crit. chance: +5% (-9%) It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. This item has been sent to the Item's Vault. |
| In main hand | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Sceptre of the Archlich (150% power, 12 apr, physical element)Sceptre of the Archlich (150% power, 12 apr, physical element) Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +26%(-) darkness Talent masteries: +0.20(-) Spell / Necrotic minions +0.20(-) Celestial / Star fury +0.10(-) Spell / Advanced necrotic minions Spellpower: +28 (+9 eff.) (-) Spell crit. chance: +14% (-) This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] psychic's rough leather gloves of magic (+3) (0 def, 1 armour)psychic's rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +3 Mag Changes resistances: +6% mind Changes damage: +0%(-26%) darkness / +3% arcane / +4% mind Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Bindings of Eternal Night (12 def, 12 armour)Bindings of Eternal Night (12 def, 12 armour) Requires: - Level 15 Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20%(-6%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 31.83 darkness damage each turn, reduces light radius by 2, and darkness resistance by 18% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. This item has been sent to the Item's Vault. |
| Cloak | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] spellcowled linen cloak of the voidstalker (1 def, 0 armour)spellcowled linen cloak of the voidstalker (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% darkness / +12% temporal Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spell save: +6 (+2 eff.) Maximum mana: +44.00 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] wanderer's gold amulet of constitution (+7)wanderer's gold amulet of constitution (+7) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +3 Cun / +10 Con Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Life regen: +0.60 Stamina each turn: +0.50 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Movement speed: +10% Amulets can have magical properties. |
Inventory
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] sun infusion of the duelist (rad 6; power 31; turns 4; dispells darkness)This item will automatically be transmogrified when you leave the level. sun infusion of the duelist (rad 6; power 31; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] steel amulet of strength (+4)steel amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +4 Str Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Amulets can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] steel amulet of visionsteel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Blindness immunity: +12% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] clarifying gold amulet of constitution (+4)clarifying gold amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +4 Con Changes resistances: +17% mind Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Confusion immunity: +27% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Amulets can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] grounding gold amulet of strength (+5)grounding gold amulet of strength (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +5 Str Changes resistances: +13% lightning Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Stun/Freeze immunity: +20% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Amulets can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] copper ring of claritycopper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Mental save: +5 (+2 eff.) Confusion immunity: +22% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] psionicist's steel ring of nature (+22%)psionicist's steel ring of nature (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature / +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Mental save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Elemental FuryElemental Fury Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +0%(-26%) darkness / +12% fire / +12% arcane / +12% cold Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Rings can have magical properties. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] dwarven-steel dagger (112% power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (112% power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% (-38%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-5) Physical crit. chance: +6.0% Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Sharp, short and deadly. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] thought-forged stralite dagger of massacre (138% power, 9 apr)This item will automatically be transmogrified when you leave the level. thought-forged stralite dagger of massacre (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% (-11%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 (-3) Physical crit. chance: +8.0% Attack speed: 100% (-) On weapon hit: * 15% chance to cause random gloom (+15%) Damage (Melee): +4 mind When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Sharp, short and deadly. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Genocide (152% power, 4 apr)Genocide (152% power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% (+2%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-8) Physical crit. chance: +18.0% Attack speed: 100% (-) Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Changes damage: +0%(-26%) darkness Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Life regen: +0.50 Stamina each turn: +1.00 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] dwarven-steel greatsword (141% power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (141% power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% (-8%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-10) Physical crit. chance: +3.5% Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Massive two-handed swords. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] potent yew starstaff of invocation (124% power, 4 apr, darkness element)potent yew starstaff of invocation (124% 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. Power: 124% (-26%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-8) Physical crit. chance: +3.5% Attack speed: 100% (-) When wielded/worn: Changes damage: +22%(-4%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +18 (+6 eff.) (-10 (-3 eff.)) Spell crit. chance: +3% (-11%) It can be used to conjure elemental energy in a radius 6 cone, dealing 27.42 - 32.90 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Elebremina (129% power, 5 apr, fire element)This item will automatically be transmogrified when you leave the level. Elebremina (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (-21%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (-7) Physical crit. chance: +4.5% Attack speed: 100% (-) Damage Shield penetration (this weapon only): +20% When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +2% physical Changes damage: +0%(-26%) darkness / +25% fire Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -40.00 life Spellpower: +12 (+4 eff.) (-16 (-5 eff.)) Spell crit. chance: +10% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Adyralle the elven-wood longbowThis item will automatically be transmogrified when you leave the level. Adyralle the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-12) Attack speed: 125% (+25%) Firing range: +9 When wielded/worn: Changes resistances penetration: +5% acid / +9% physical / +9% temporal Changes damage: +6% acid / +14% physical / +0%(-26%) darkness / +16% temporal Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Talent cooldown: Arrow Stitching (-1 turn) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Heals friendly targets nearby when you use a nature summon: +30 Longbows are used to shoot arrows at your foes. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] quiver of elven-wood arrows of accuracy (16/16, 153% power, 14 apr)This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of accuracy (16/16, 153% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 153% (+3%) Range: 1.4x (+0.2x) Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 (+2) Physical crit. chance: +2.5% Attack speed: inf% (inf%) Capacity: 16 When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Arrows are used with bows to pierce your foes to death. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +4 Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Maximum encumbrance: +70 Knockback immunity: +40% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) 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. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Dureruivon the cashmere cloak (2 def, 0 armour)Dureruivon the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% acid / +6% cold / +14% darkness / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +10%(-16%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Stealth bonus: +13 Spell save: +9 (+3 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] focusing woollen robe of frost (+16%) (0 def, 0 armour)focusing woollen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes resistances: +16% cold Changes damage: +0%(-26%) darkness / +11% cold Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Mana each turn: +0.11 Psi each turn: +0.13 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] silk robe of darkness (+15%) (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. silk robe of darkness (+15%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +15% darkness Changes damage: +10%(-16%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: -4% Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A pair of boots made of leather. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Hellsgash the pair of hardened leather boots (0 def, 3 armour)Hellsgash the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 fire Changes damage: +15% fire / +3% nature / +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A pair of boots made of leather. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] blighted rough leather gloves of dexterity (+3) (0 def, 1 armour)blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Accuracy: +12 (+10 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Dex Changes resistances: +5% blight Changes damage: +3% blight / +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] blighted rough leather gloves of strength (+2) (0 def, 1 armour)blighted rough leather gloves of strength (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Physical power: +5 (+5 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +4% blight / +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] stabilizing rough leather cap of the depths (0 def, 1 armour)stabilizing rough leather cap of the depths (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Allows you to breathe in: water Physical save: +11 (+6 eff.) Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) A cap made of leather. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] spellwoven cashmere wizard hat of darkness (+19%) (2 def, 0 armour)spellwoven cashmere wizard hat of darkness (+19%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% darkness Changes damage: +13%(-13%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Mana each turn: +0.17 Spellpower: +3 (+1 eff.) (-25 (-8 eff.)) Spell crit. chance: +2% (-12%) A pointy cloth hat, very wizardly... |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Borfast's Cage (10 def, 20 armour)Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Armour: +20 Defense: +10 (+0 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Reduces opponents crit chance: 20% Physical save: +15 (+8 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] quartzThis item will automatically be transmogrified when you leave the level. quartz 0.00 Encumbrance. Type: gem / white ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Stun/Freeze immunity: +30% Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) 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. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] dwarven-steel pickaxe 'Polutha' (dig speed 14 turns)dwarven-steel pickaxe 'Polutha' (dig speed 14 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes stats: +2 Str Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Critical mult.: +10.00% Maximum life: +28.00 Maximum stamina: +15.00 Maximum hate: +2.00 Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) Mindpower: +2 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) When carried: This orb will automatically identify items you find. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. Sceptre of the Archlich (150% power, 12 apr, physical element) (In main hand)] Heart of the Sandworm QueenHeart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart Armour Penetration: +0 (-12) Attack speed: inf% (inf%) When wielded/worn: Changes damage: +0%(-26%) darkness Talent masteries: +0.00(-0.20) Spell / Necrotic minions +0.00(-0.20) Celestial / Star fury +0.00(-0.10) Spell / Advanced necrotic minions Spellpower: +0 (+0 eff.) (-28 (-9 eff.)) Spell crit. chance: +0% (-14%) It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Icelord the Higher Necromancer level 16
1st Decay 122nd year of Ascendancy at 12:29 see stats
Exterminator
Killed 1000 creatures.By Icelord the Higher Necromancer level 18
4th Regrowth 123rd year of Ascendancy at 22:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Icelord the Higher Necromancer level 18
17th Regrowth 123rd year of Ascendancy at 13:42 see stats
Level 10
Got a character to level 10.By Icelord the Higher Necromancer level 10
8th Dusk 122nd year of Ascendancy at 15:52 see stats
Level 20
Got a character to level 20.By Icelord the Higher Necromancer level 20
51st Regrowth 123rd year of Ascendancy at 04:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Icelord the Higher Necromancer level 11
44th Dusk 122nd year of Ascendancy at 11:04 see stats
Size matters
Did over 600 damage in one attack.By Icelord the Higher Necromancer level 22
37th Pyre 123rd year of Ascendancy at 13:43 see stats
That was close
Killed your target while having only 1 life left.By Icelord the Higher Necromancer level 9
3rd Dusk 122nd year of Ascendancy at 20:58 see stats
The Arena
Unlocked Arena mode.By Icelord the Higher Necromancer level 7
1st Summertide 122nd year of Ascendancy at 10:19 see stats
The secret city
Discovered the truth about mages.By Icelord the Higher Necromancer level 9
1st Dusk 122nd year of Ascendancy at 01:21 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Icelord the Higher Necromancer level 12
13rd Haze 122nd year of Ascendancy at 19:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Icelord the Higher Necromancer level 22
36th Pyre 123rd year of Ascendancy at 22:41 see stats
Log
Talent Ice Shards is ready to use.
Talent Invoke Darkness is ready to use.
The Master hits Icelord for (30 resist armour), (38 to ice), 57 arcane (57 total damage).
The shield around armoured skeleton warrior crumbles.
Degenerated skeleton warrior hits Icelord for (30 resist armour), (13 to ice), 19 physical, (15 resist armour), 0 nature (19 total damage).
Icelord hits Iceblock for 18 darkness damage.
The Master uses Blinding Speed.
The Master speeds up.
Talent Rigor Mortis is ready to use.
Icelord casts Invoke Darkness.
Icelord's spell attains critical power!
The Master uses Hidden Resources.
The Master's focuses.
Degenerated skeleton warrior hits Icelord for (30 resist armour), (6 to ice), 9 physical, (15 resist armour), 0 nature (9 total damage).
Icelord hits Iceblock for 18 darkness damage.
Talent Fear the Night is ready to use.
Talent Healing Light is ready to use.
The Master uses Stunning Blow.
Icelord hits Iceblock for 18 darkness damage.
The Master hits Icelord for (30 resist armour), (59 to ice), 89 physical (89 total damage).
Icelord uses Gift of the Highborn.
Icelord starts regenerating health quickly.
Icelord casts Frozen Ground.
Degenerated skeleton warrior hits Icelord for (30 resist armour), (3 to ice), 5 physical, (15 resist armour), 0 nature (5 total damage).
Icelord hits Iceblock for 18 darkness damage.
The Master casts Manathrust.
Saving game...
