Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. 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: Items Vault 1.3.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Spellsword |
Level / Exp | 56 / 42% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 2 on the 75th Pyre 122nd year of Ascendancy at 14:36 3 / 4Killed by Lucon the human at level 13 on the 3rd Summertide 122nd year of Ascendancy at 05:05 Killed by Erehri the shalore at level 13 on the 3rd Summertide 122nd year of Ascendancy at 08:39 Killed by Erehri the shalore at level 13 on the 3rd Summertide 122nd year of Ascendancy at 10:59 |
Primary Stats
Strength | 71 (base 24) |
Dexterity | 103 (base 65) |
Constitution | 104 (base 60) |
Magic | 75 (base 65) |
Willpower | 48 (base 20) |
Cunning | 89 (base 65) |
Resources
Life | 2086/2086 |
Mana | 594/594 |
Stamina | 312/312 |
Healing Factor | 1.31 |
Regeneration | 8.0565 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28.059565582547% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 101 |
Accuracy | 69 |
Crit Chance | 85% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 107 |
Accuracy | 69 |
Crit Chance | 100% |
APR | 58 |
Speed | 0.90 |
Offense: Spell
Spellpower | 67.499228093169 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 49.4 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28.4944558259 (66.116504854369%) |
Defense | 65.724639000018 |
Ranged Defense | 67.224639000018 |
Fatigue | 0 |
Physical Save | 65.0625 |
Spell Save | 68.2625 |
Mental Save | 51.65 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 23% |
Disarm Resistance | 18% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 18% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Blazebrand | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Martial mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Elemental Destruction |
talent | Precise Strikes |
talent | Arcane Armor |
talent | Precision |
talent | Mana Focus |
talent | Wind Storm |
talent | Arcane Stamina |
beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 11 damage from the next 2.1 attack(s). Parrying |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
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. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Gleamthorn (0 def, 5 armour) Gleamthorn (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +3 Dex / +5 Wil / +9 Cun / +15 Con Changes resistances: +3% light Changes resistances penetration: +10% light / +10% physical Maximum encumbrance: +33 Physical save: +36 (+9 eff.) Mental save: +25 (+8 eff.) Stamina each turn: +1.30 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Maximum stamina: +32.00 Spellpower: +4 (+1 eff.) Mindpower: +8 (+3 eff.) Light radius: +1 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | quiver of ash arrows 'Tempestblur' (20/20, 130% power, 13 apr) quiver of ash arrows 'Tempestblur' (20/20, 130% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 131% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +16.5% Capacity: 20 On weapon hit: * 40% chance to daze * 9% chance to gain 10% of a turn * 20% chance to inflict damage reduction * 20% chance to torment the target * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +54 lightning / +11 temporal / +11 darkness / +11 mind Burst (radius 1) on hit: +4 darkness / +4 lightning Arrows are used with bows to pierce your foes to death. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +45.00 Light radius: +2 Healing mod.: +10% 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 | Tilar (6 def, 1 armour) Tilar (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Wil Changes resistances: +7% blight / +7% cold / +5% arcane / +15% fire Spell save: +25 (+6 eff.) Mental save: +6 (+2 eff.) Disease immunity: +5% Equilibrium when hit: +0.08 Psi when hit: +0.08 Mental crit. chance: +1% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 220.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | brawler's drakeskin leather gloves (0 def, 3 armour) brawler's drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Harabar the dwarven-steel pickaxe (dig speed 28 turns) Harabar the dwarven-steel pickaxe (dig speed 28 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -14% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 temporal Changes stats: +8 Str / +3 Con Changes resistances: +12% nature Changes resistances penetration: +10% blight Changes damage: +7% nature / +6% blight Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+2 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
On fingers | wizard's gold ring of clarity wizard's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +35% Rings can have magical properties. |
Around neck | Sparkonslaught SparkonslaughtInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +5 Dex / +7 Wil Changes resistances: +6% lightning / +17% light / +15% darkness Changes damage: +6% physical Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) Blindness immunity: +23% Confusion immunity: +16% Mindpower: +9 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
In main hand | Elirin the Vilehack (108% power, 13 apr) Elirin the Vilehack (108% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +14% Damage (Melee): +17 lightning / +4 darkness / +4 nature Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 darkness / 4 nature Changes resistances penetration: +10% nature Sharp, short and deadly. |
Around waist | insulating hardened leather belt of transcendence insulating hardened leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +11% fire / +8% cold Physical save: +7 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
In off hand | Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | Ulfekalthorion the elven-silk cloak (3 def, 0 armour) Ulfekalthorion the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 4 arcane Changes stats: +9 Str / +8 Dex / +1 Mag / +11 Wil / +10 Cun / +11 Con Changes resistances: +9% acid / +9% fire / +9% lightning / +10% cold Changes resistances penetration: +5% arcane Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Maximum life: +96.00 Maximum mana: +69.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Khelifast the elven-silk robe (5 def, 0 armour) Khelifast the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Mag / +2 Wil / +15 Con Changes resistances: +20% blight / +27% cold Changes resistances penetration: +5% blight Changes damage: +6% blight / +18% cold / +32% nature Poison immunity: +65% Disease immunity: +84% Life regen: +2.90 Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +64.00 Spell crit. chance: +1% Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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. |
Glimmermaim GlimmermaimPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 nature / 12 light Changes stats: +5 Str / +5 Dex / +4 Mag / +6 Wil Changes resistances: +18% acid Changes resistances penetration: +5% acid / +10% nature Changes damage: +5% acid / +9% light / +5% fire / +5% lightning / +5% cold Talent mastery: +0.16 Technique / Field control Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +13 (+4 eff.) Life regen: +1.70 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Amulets can have magical properties. |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +22% Amulets can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Maximum encumbrance: +20 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Mardorand the Oozestrider (118% power, 6 apr) Mardorand the Oozestrider (118% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 118% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Nature Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 nature / +4 acid When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 8 nature Changes resistances: +6% acid / +4% all Changes resistances penetration: +6% nature / +6% physical Changes damage: +3% acid / +6% physical / +3% nature Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
cutting iron dagger (104% power, 5 apr) cutting iron dagger (104% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 105% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron greatsword (113% power, 1 apr) iron greatsword (113% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
acidic iron longsword (100% power, 2 apr) acidic iron longsword (100% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 100% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Sharp, long, and deadly. |
iron longsword (101% power, 2 apr) iron longsword (101% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Lightguile (0 def, 5 armour) Lightguile (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +1 Wil Changes resistances: +6% acid / +14% fire / +6% lightning / +12% cold Changes resistances penetration: +5% light Changes damage: +6% light Critical mult.: +10.00% Spell save: +10 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +23 Physical save: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm drakeskin leather gloves of butchering (0 def, 3 armour) storm drakeskin leather gloves of butchering (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical power: +12 (+3 eff.) Armour: +3 Damage (Melee): 9 lightning Changes resistances: +10% blight / +8% lightning Changes damage: +7% lightning Spell save: +15 (+4 eff.) When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). On weapon hit: * Slows global speed by 18% * 15% chance to corrode armour Burst (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokyldir the Duathelpanic (0 def, 1 armour) Bokyldir the Duathelpanic (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 darkness / 4 temporal Changes stats: +4 Dex / +3 Wil Changes resistances: +6% blight / +6% temporal / +22% darkness Changes damage: +6% darkness Mental save: +7 (+2 eff.) Infravision radius: +3 A cap made of leather. |
iron helm of dexterity (+2) (0 def, 3 armour) iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+3) (0 def, 5 armour) miner's iron helm of dexterity (+3) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour of acid resistance (2 def, 4 armour) cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +15% acid A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 alchemist agate 76 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bonez the Skeleton Spellsword level 40
6th Flare 122nd year of Ascendancy at 19:21 see stats
By Bonez the Skeleton Spellsword level 10
8th Mirth 122nd year of Ascendancy at 13:50 see stats
By Bonez the Skeleton Spellsword level 20
1st Flare 122nd year of Ascendancy at 01:06 see stats
By Bonez the Skeleton Spellsword level 30
4th Flare 122nd year of Ascendancy at 10:58 see stats
By Bonez the Skeleton Spellsword level 40
6th Flare 122nd year of Ascendancy at 15:55 see stats
By Bonez the Skeleton Spellsword level 50
6th Dusk 122nd year of Ascendancy at 15:07 see stats
By Bonez the Skeleton Spellsword level 50
7th Dusk 122nd year of Ascendancy at 10:58 see stats
Log
Ran for 4 turns (stop reason: at exit).
Bonez wears(replacing): brawler's drakeskin leather gloves (0 def, 3 armour).
You can not active Air Stance directly. Use Air Strike to activate it.
Bonez deactivates Air Stance.
Bonez deactivates Elemental Destruction.
Bonez activates Elemental Destruction.
You gain 11.23 gold from the transmogrification of tempestuous rough leather armour of the wind (16 def, 2 armour).
You gain 9.38 gold from the transmogrification of radiant reinforced leather armour of Toknor (4 def, 7 armour).
You gain 25.00 gold from the transmogrification of elven-wood starstaff 'Dawnriver' (129% power, 5 apr, light element).
You gain 25.00 gold from the transmogrification of Adomina (120% power, 4 apr, temporal element).
You gain 6.89 gold from the transmogrification of living mindstar of venom (113% power, 40 apr, mind damage).
You gain 7.46 gold from the transmogrification of creative thorny mindstar of frost (96% power, 24 apr, mind damage).
You gain 5.10 gold from the transmogrification of voratun greatsword of torment (172% power, 4 apr).
You gain 8.81 gold from the transmogrification of hateful stralite greatsword of rage (158% power, 3 apr).
You gain 4.77 gold from the transmogrification of plaguebringer's steel dagger (104% power, 6 apr).
You gain 7.58 gold from the transmogrification of blazebringer's voratun dagger of crippling (149% power, 9 apr).
You gain 25.00 gold from the transmogrification of Yvoth (164% power, 3 apr).
You gain 25.00 gold from the transmogrification of Eilinara the Blazeguile (192% power, 4 apr).
You gain 5.30 gold from the transmogrification of restful voratun amulet of magic (+9).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Bonez deactivates Stone Skin.
Bonez deactivates Elemental Destruction.
Bonez deactivates Arcane Stamina.
Bonez deactivates Precision.
Bonez deactivates Mana Focus.
Bonez deactivates Wind Storm.
Bonez deactivates Precise Strikes.
Bonez deactivates Arcane Armor.