Troiga the level 24 Yeek Necromancer by Rurach

Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameTroiga
SexFemale
TypeYeek Necromancer
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level24
Exp13%
Gold1083
Died
  • Killed by skeleton warrior at level 12 on the 6th Mirth 122nd year of Ascendancy at 07:06
  • Killed by minotaur at level 18 on the 30th Dusk 122nd year of Ascendancy at 11:22
  • Killed by umber hulk at level 23 on the 71st Dusk 122nd year of Ascendancy at 08:52
3 times (now alive)
Primary Stats
Strength11
Dexterity8
Magic65
Willpower60
Cunning26
Constitution10

Resources
Life316/316
Mana431/431
Inscriptions (3/3)
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns.
Wild
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 352 life.
Its effects scale with your Magic stat.
Healing
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana.
Manasurge

Offense
Accuracy (main Hand)2
Damage (main Hand)30
APR (main Hand)8
Crit (main Hand)8%
Speed (main Hand)1.00
Spellpower47
Spell Crit11
Spell Speed1
Physical Damage15%
Arcane Damage30%
Fire Damage17%
Cold Damage17%
Lightning Damage19%
Acid Damage21%
Nature Damage7%
Blight Damage9%
Defense
Fatigue0
Armour3
Armour Hardiness30
Defense10
Ranged Defense10
Physical Save7
Spell Save31
Mental Save41
All Resists(cap) 0%( 70%)
Cold Resist(cap) 10%( 70%)
Lightning Resist(cap) 16%( 70%)
Acid Resist(cap) 6%( 70%)
Poison Resistance5%
Bleed Resistance40%
Confusion Resistance100%
Blind Resistance7%
Silence Resistance90%
Stun Resistance25%
Knockback Resistance63%

Talents
Race / Yeek(mastery 1.00)
  • Dominant Will (generic)
Effective talent level: 1.0
Use mode: Activated
Range: 4.00
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: instant
Description: Shatters the mind of your victim, giving you full control over its actions for 10 turns.
When the effect ends you pull out your mind and the victim's body collapses dead.
This effect does not work on elite or undeads.
The duration will increase with the Willpower stat.
1/5
  • Unity (generic)
Effective talent level: 5.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your mind becomes more attuned to the Way and is shielded from outside effects.
Increase confusion and silence immunities by 60% and your mental save by +20.
5/5
  • Quickened (generic)
Effective talent level: 5.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Yeeks live fast, think fast, and sacrifice fast for the Way.
Increase global speed by 15%.
5/5
  • Wayist (generic)
Effective talent level: 1.0
Use mode: Activated
Range: 4.00
Cooldown: 47
Travel Speed: instantaneous
Usage Speed: instant
Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side.
1/5
Cunning / Survival(mastery 0.90)
  • Trap Detection (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (0 detection 'power').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
0/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 8% chance to completely evade them for 11 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
0/5
Spell / Conveyance(mastery 1.20)
  • Phase Door (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 10
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a small range of up to 13 grids.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 2). If the target area is not in line of sight there is a chance the spell will fizzle.
The range will increase with your Spellpower.
5/5
  • Teleport (generic)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you randomly with a large range (147), with a minimum range of 15.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 20).
The range will increase with your Spellpower.
0/5
  • Displacement Shield (generic)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 70
Range: 8.00
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: This intricate spell erects a space distortion around the caster that is linked to another one around a target.
Any time the caster should take damage there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (75) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
Max damage shield can absorb will increase with your Spellpower.
0/5
  • Probability Travel (generic)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 200
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you hit a solid surface this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
Range will improve with your Spellpower.
0/5
Spell / Divination(mastery 1.20)
  • Arcane Eye (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 15
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Summons an ethereal magical eye at the designated location that lasts for 28 turns.
The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 10 range around it.
It does not require light to do so but it can not see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4 if cast on a creature it will follow it until it expires or until the creature dies.
At level 5 its vision can see through invisibility, stealth and all other sight affecting effects.
5/5
  • Keen Senses (generic)
Effective talent level: 1.2
Use mode: Sustained
Mana cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your senses, getting information from moments in the future.
Improves see invisible +13
Improves see through stealth +6
Improves critical spell chance +3%
The effects will improve with your Spellpower.
1/5
  • Vision (generic)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Form a map of your surroundings in your mind in a radius of 6
0/5
  • Premonition (generic)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 120
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is elemental or magical you will erect a temporary shield that reduces all damage of this type by 11% for 5 turns.
This effect can only happen once every 5 turns and happens before damage is taken.
The bonus will increase with your Spellpower.
0/5
Spell / Necrotic Minions(mastery 1.30)
  • Create Minions (class)
Effective talent level: 6.5
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura you will raise an undead minion (up to 5 minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
The minions level is your level +2.
Each minion has a chance to be:
Degenerated skeleton warrior: 0%
Skeleton warrior: 25%
Armoured skeleton warrior: 15%
Skeleton archer: 10%
Skeleton master archer: 10%
Skeleton mage: 15%
Ghoul: 5%
Ghast: 10%
Ghoulking: 10%

5/5
  • Aura Mastery (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 5 and reduces the decay rate of your minions outside the aura by 5%.
5/5
  • Surge Of Undeath (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 45
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A surge of power radiates to all your minions, increasing their combat power, spellpower and accuracy by 3, their armour penetration by 3 and their critical hit chance by 1 for 6 turns.
The effects will increase with your Spellpower.
0/5
  • Dark Empathy (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You share your powers with your minions, granting them 5% of your resistances and saves.
The effect will increase with your Spellpower.
0/5
Spell / Advanced Necrotic Minions(mastery 1.50)
  • Undead Explosion (class)
Effective talent level: 1.5
Use mode: Activated
Mana cost: 30
Range: 8.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Minions are only tools. You may dispose of them... violently.
Makes the targetted minion explode for 30% of its remaining life as blight damage.
Beware! Don't get caught in the blast!
1/5
  • Assemble (class)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 90
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Combines 3 of your skeletons into a bone giant.
At level 1 it makes a bone giant.
At level 3 it makes a heavy bone giant.
At level 5 it makes an eternal bone giant.
At level 6 it has a 20% chance to produce a runed bone giant.
Only one bone giant can be active at any time.
4/5
  • Sacrifice (class)
Effective talent level: 1.5
Use mode: Activated
Mana cost: 5
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Sacrifice a bone giant minion. Using its bones you make a temporary bone shield around you with 2 charges.
The effect lasts 10 turns or until all charges are depleted.
Each charge will fully absorb one attack.
1/5
  • Minion Mastery (class)
Effective talent level: 4.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Each minion you summon has a chance to be a more advanced form of undead:
Vampire: 3%
Master Vampire: 2%
Grave Wight: 1%
Barrow Wight: 1%
Dread: 2%
Lich: 1%
3/5
Spell / Nightfall(mastery 1.30)
  • Invoke Darkness (class)
Effective talent level: 6.5
Use mode: Activated
Mana cost: 12
Range: 10.00
Cooldown: 4
Travel Speed: 2000% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of darkness, doing 182.25 darkness damage.
At level 3 it will create a beam of shadows.
At level 5 none of your Nightfall spells will hurt your minions any more.
The damage will increase with your Spellpower.
5/5
  • Circle Of Death (class)
Effective talent level: 2.6
Use mode: Activated
Mana cost: 45
Range: 6.00
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Dark fumes erupts from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 5 turns and also deal 18.06 darkness damage.
The damage will increase with your Spellpower.
2/5
  • Fear The Night (class)
Effective talent level: 2.6
Use mode: Activated
Mana cost: 40
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Invoke a cone dealing 106.86 darkness damage in a radius of 5. Any creatures caught inside must make a mental save or be knocked back 4 grids away.
The damage will increase with your Spellpower.
2/5
  • Rigor Mortis (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 60
Range: 7.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Invoke a ball of darkness that deals 18.46 darkness damage in a radius of 1. Every creature hit will start to become closer to death and thus reduce global speed by 0%.
Necrotic minions' damage against those creatures is increased by 12%.
The effects last for 3 turns.
The damage done and minions' damage increase will increase with your Spellpower.
0/5
Spell / Necrosis(mastery 1.30)
  • Blurred Mortality (class)
Effective talent level: 5.2
Use mode: Sustained
Mana cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: The line between life and death blurs for you; you can only die when you reach -200 life.
However, when below 0 you cannot see how much life you have left.
4/5
  • Impending Doom (class)
Effective talent level: 2.6
Use mode: Activated
Mana cost: 70
Range: 7.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your target's doom draws near. It cannot regenerate or heal at all and will take 95% of its remaining life (or 672.84, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower.
2/5
  • Undeath Link (class)
Effective talent level: 1.3
Use mode: Activated
Mana cost: 35
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Absorb 43% of all your minions' life (possibly destroying them) and use this energy to heal you for 43% of your total life.
The healing will increase with your Spellpower.
1/5
  • Lichform (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 150
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your true goal. The purpose of all necromancy, to become a powerful and everliving Lich!
If you are killed while this spell is active the arcane forces you unleash will be able to rebuild your body into Lichform.
All liches gain the following intrinsics:
- Poison, cut, fear immunity
- Disease resistance 50%
- Stun resistance 50%
- Cold and darkness resistance 20%
- No need to breathe
- Infusions do not work
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive)
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%. Fear my power!
The undead cannot use this talent.
While active it will drain 4 mana per turn.
0/5
Spell / Grave(mastery 1.30)
  • Chill Of The Tomb (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 30
Range: 7.00
Cooldown: 8
Travel Speed: 400% of base
Usage Speed: 1 turn
Description: Conjures up a bolt of cold moving toward the target that explodes into a chilly circle of death doing 21.59 cold damage in a radius of 1.
The damage will increase with your Spellpower.
0/5
  • Will O' The Wisp (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 60
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 30% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 46.19 cold damage.
The damage will increase with your Spellpower.
0/5
  • Cold Flames (class)
Effective talent level: 0.0
Use mode: Activated
Mana cost: 40
Range: 5.00
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Cold Flames slowly spread from 5 spots in a radius of 3 around the targeted location. The flames deal 5.84 cold damage and has a chance of freezing.
Damage improves with your Spellpower.
0/5
  • Vampiric Gift (class)
Effective talent level: 0.0
Use mode: Sustained
Mana cost: 250
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Vampiric energies fill you; each time you deal damage you have 20% chance to heal for 7% of the damage done.
The absorption percent will increase with your Spellpower.
0/5
Current Effects
TalentBlurred Mortality
TalentKeen Senses
TalentNecrotic Aura
Quests
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Troiga the Yeek Necromancer level 13
2nd Dusk 122nd year of Ascendancy at 21:50
Exterminator
Killed 1000 creatures
By Troiga the Yeek Necromancer level 19
32nd Dusk 122nd year of Ascendancy at 11:44
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Troiga the Yeek Necromancer level 19
32nd Dusk 122nd year of Ascendancy at 23:34
Level 10
Got a character to level 10.
By Troiga the Yeek Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 10:02
Level 20
Got a character to level 20.
By Troiga the Yeek Necromancer level 20
35th Dusk 122nd year of Ascendancy at 04:47
That Was Close
Kill your target while having only 1 life left.
By Troiga the Yeek Necromancer level 2
75th Pyre 122nd year of Ascendancy at 18:45
Treasure Hunter
Amass 1000 gold pieces.
By Troiga the Yeek Necromancer level 22
70th Dusk 122nd year of Ascendancy at 11:08

Equipment
In Main Hand
Crystalline Ash staff (11.25-13.5 power, 3 apr, arcane damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 16
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

It is part of a set of items.
Base power: 11.3 - 13.5
Uses stat: 100% Mag
Damage type:
Arcane
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
When wielded/worn:
Physical power:
+12
Changes stats:
+3 Wil / +3 Con
Changes damage:
+10% arcane
Spellpower:
+12
Spell crit. chance:
+2%
Crystalline Ash staff (11.25-13.5 power, 3 apr, arcane damage)
On Fingers
Nightsong

A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Defense:
+6
Fatigue:
-7%
Changes stats:
+6 Cun
Changes damage:
+5% physical
Talent cooldown: Shadowstep (
-1 turn)
Mental save:
+13
Maximum stamina:
+25.00
It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: instantaneous
Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn.
The damage will increase with your Mindpower.
Nightsong
On Fingers
Elemental Fury

This ring shines with many colors.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+3 Cun / +3 Mag
Changes damage:
+12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid
Elemental Fury
Around Neck
stabilizing steel amulet of healing

Amulets can have magical properties.

Infused by nature
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Cut immunity:
+40%
Stun/Freeze immunity:
+12%
Knockback immunity:
+13%
Healing mod.:
+12%
It can be used to activate talent Heal (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the forces of nature to heal your body for 306 life.
The life healed will increase with your Spellpower.
stabilizing steel amulet of healing
Light Source
Summertide Phial

A small crystal phial that captured Sunlight during the Summertide.

Infused by nature
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+4
It can be used to call light, costing 10 power out of 15/15.
Summertide Phial
Main Armor
ancient cashmere robe of power (2 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Defense:
+2
Changes stats:
+3 Mag
Damage when the wearer hits(melee):
7 temporal
Changes damage:
+10% physical / +8% arcane / +5% fire / +5% cold / +7% lightning / +9% acid / +7% nature / +5% blight
Confusion immunity:
+11%
Spellpower:
+4
ancient cashmere robe of power (2 def, 0 armour)
Cloak
regal cashmere cloak of resilience (2 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Infused by nature
Crafted by
a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+2
Changes stats:
+2 Cun / +2 Wil
Silence immunity:
+30%
Maximum life:
+35.00
regal cashmere cloak of resilience (2 def, 0 armour)
On Head
grounding linen wizard hat of magic (+3) (1 def, 0 armour)

A pointy cloth hat, very wizardly...

Powered by arcane forces
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+1
Changes stats:
+3 Mag
Changes resistances:
+6% lightning
Stun/Freeze immunity:
+13%
grounding linen wizard hat of magic (+3) (1 def, 0 armour)
Around Waist
cleansing rough leather belt of life

A belt that goes around your waist.

Infused by nature
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes resistances:
+6% acid
Poison immunity:
+5%
Disease immunity:
+5%
Life regen:
+0.20
cleansing rough leather belt of life
On Hands
Snow Giant Wraps (0 def, 2 armour)

Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.

Infused by nature
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+2
Changes stats:
+4 Str
Changes resistances:
+10% lightning / +10% cold
Knockback immunity:
+50%
Maximum life:
+60.00
It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 6 out of 6/6.
Range: 10.00
Travel Speed: instantaneous
Description: Throws a huge boulder at a target, damaging it for 23.00 and knocking it back.
The damage will increase with the Strength stat
Snow Giant Wraps (0 def, 2 armour)
On Feet
wanderer's pair of rough leather boots (0 def, 1 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Fatigue:
+1%
Changes stats:
+2 Con
Blindness immunity:
+7%
Disease immunity:
+6%
Confusion immunity:
+5%
wanderer's pair of rough leather boots (0 def, 1 armour)
Tool
Tooth of the Mouth (dig speed 12 turns)

A huge tooth taken from the Mouth, in the Deep Bellow.

Powered by unknown forces
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Armour penetration:
+5
Damage when the wearer is hit:
15 blight
Changes damage:
+4% blight
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Tooth of the Mouth (dig speed 12 turns)
Inventory
sun infusion (rad 6; power 20; turns 4)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to brighten the area in a radius of 6, reveals any stealthy creatures.
It will also blind any creatures caught inside (power 20) for 4 turns.

It can be used to inscribe your skin with the infusion..
sun infusion (rad 6; power 20; turns 4)
mindweaver's gold amulet

Amulets can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Changes stats:
+2 Cun
Spell save:
+6
Mental save:
+7
Confusion immunity:
+14%
mindweaver's gold amulet
wizard's steel ring

Rings can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+3 Mag
Spell save:
+3
wizard's steel ring
lightening linen cloak of resilience (1 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Infused by nature
Crafted by
a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+1
Fatigue:
-2%
Maximum life:
+30.00
lightening linen cloak of resilience (1 def, 0 armour)
radiant woollen robe of retribution (0 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Damage when the wearer is hit:
6 fire / 5 cold / 8 lightning / 6 acid
Changes resistances:
+5% darkness / +7% light
Changes damage:
+5% darkness / +5% light
Light radius:
+1
radiant woollen robe of retribution (0 def, 0 armour)
Frost Treads (1 def, 4 armour)

A pair of leather boots. Cold to the touch, they radiate a cold blue light.

Requires:
- Dexterity 16
Infused by
nature
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+4
Defense:
+1
Fatigue:
+7%
Changes stats:
+4 Str / +4 Dex / +4 Cun
Changes resistances:
+10% nature / +20% cold
Changes damage:
+15% cold
Light radius:
+1
Frost Treads (1 def, 4 armour)
4 aquamarine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Changes resistances:
+4% all
When used to imbue an object:
Changes resistances:
+4% all
4 aquamarine
2 opal

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Changes stats:
+2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats:
+2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
2 opal
4 topaz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Defense:
+4
When used to imbue an object:
Defense:
+4
4 topaz
emerald

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Changes resistances:
+6% all
When used to imbue an object:
Changes resistances:
+6% all
emerald
2 spinel

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Defense:
+2
When used to imbue an object:
Defense:
+2
2 spinel
faerlhing fang

It still drips venom and crackles with magical energy.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

faerlhing fang
wretchling eyeball

Small and bloodshot. Its dead gaze still burns your skin.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

wretchling eyeball
garnet

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Changes damage:
+6% all
When used to imbue an object:
Changes damage:
+6% all
garnet
Transmogrification Chest

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.
Transmogrification Chest
2 amethyst

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / violet

When wielded/worn:
Changes damage:
+4% all
When used to imbue an object:
Changes damage:
+4% all
2 amethyst
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 246/400.
Rod of Recall (1/1)
solid ash wand of lightning (7/7)

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to fire a beam of lightning, with 7 charges out of 7.
solid ash wand of lightning (7/7)
quartz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Stun/Freeze immunity:
+30%
When used to imbue an object:
Stun/Freeze immunity:
+30%
quartz
ametrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes damage:
+2% all
When used to imbue an object:
Changes damage:
+2% all
ametrine
citrine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Light radius:
+1
When used to imbue an object:
Light radius:
+1
citrine
zircon

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / yellow

When wielded/worn:
Changes resistances:
+2% all
When used to imbue an object:
Changes resistances:
+2% all
zircon

Last Messages

Skeleton warrior is disarmed!
Armoured skeleton warrior hits skeleton warrior for
61 physical damage.
Talent Wayist is ready to use.
You pickup 0.50 gold pieces.

You pickup 0.75 gold pieces.

Troiga picks up (i.):
dwarven-steel mail armour (3 def, 8 armour).
You pickup 0.65 gold pieces.

You pickup 1.00 gold pieces.

Troiga uses Knowledge of the Way.

Lore found:
Elemental Fury
You can read all your collected lore in the game menu, by pressing Escape.

Lore found:
Frost Treads
You can read all your collected lore in the game menu, by pressing Escape.

Troiga wears:
Elemental Fury.
Space around you starts to dissolve...

Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

Today is the 72nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.

You are yanked out of this place!

Saving done.

There is a teleportation circle to the surface here (press '<', '>' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.

Saving done.

Saving game...

You gain 1.50 gold from the transmogrification of
dwarven-steel mail armour (3 def, 8 armour).
You gain 1.59 gold from the transmogrification of
blighted dwarven-steel gauntlets of strength (+3) (0 def, 2 armour).
You gain 1.85 gold from the transmogrification of
phase dwarven-steel greatsword of accuracy (36.5-58.4 power, 10 apr).
Saving done.

Saving done.