Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 19 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by enthralled slave at level 11 on the 40th Dusk 122nd year of Ascendancy at 17:28 0 / 6Killed by Xivena the skeleton master archer at level 12 on the 1st Time of Equilibrium 122nd year of Ascendancy at 04:24 Killed by Betylrassra the hornet swarm at level 13 on the 17th Haze 122nd year of Ascendancy at 12:32 Killed by telugoroth at level 16 on the 5th Decay 122nd year of Ascendancy at 08:58 Killed by Rantha the Worm at level 19 on the 38th Regrowth 123rd year of Ascendancy at 20:15 Killed by Rantha the Worm at level 19 on the 39th Regrowth 123rd year of Ascendancy at 00:20 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 36 (base 27) |
| Constitution | 19 (base 10) |
| Magic | 24 (base 24) |
| Willpower | 22 (base 18) |
| Cunning | 41 (base 35) |
Resources
| Life | -2/557 |
| Mana | 144/238 |
| Stamina | 39/104 |
| Positive | 7/104 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | +6.1332026724454% |
| Attack | 0% |
| Movement | 0% |
| Spell | +6.1332026724454% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 11 |
| See Invisible | 26 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 17 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 36.480431689687 |
| Crit Chance | 17% |
| Speed | 0.94221221523509 |
Offense: Mind
| Mindpower | 28.9 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 45.594843919881 |
| Ranged Defense | 45.594843919881 |
| Fatigue | 10 |
| Physical Save | 20.7875 |
| Spell Save | 16.975 |
| Mental Save | 40.641666666667 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 12% |
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 (94% 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 (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Precision |
| talent | Blur Sight |
| talent | Shadow Feed |
| talent | Shadow Combat |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Crackleoblivion (15 def, 3 armour) Crackleoblivion (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +1 Wil Changes damage: +9% lightning Grants telepathy: Humanoid/Orc Mental save: +10 (+3 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 24 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Duveleg the alchemist's lamp Duveleg the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% arcane Mental save: +8 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of the sentry (1 def, 0 armour) linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Infravision radius: +3 See stealth: +6 See invisible: +5 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 32%, and attempts to push all creatures other then yourself out of its radius, inflicting 7.76 light damage and 6.46 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Elyriann ElyriannCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +3 Str Changes resistances: +9% acid Pinning immunity: +15% Rings can have magical properties. |
| On fingers | Blazebolt the copper ring Blazebolt the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +11% mind Changes damage: +11% mind Light radius: +3 Rings can have magical properties. |
| Around neck | warrior's steel amulet of vision warrior's steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Blindness immunity: +12% Stamina each turn: +0.20 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | magewarrior's short yew starstaff of invocation (20-24 power, 4 apr, light element) magewarrior's short yew starstaff of invocation (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+8 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 6 cone, dealing 29.14 - 34.97 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Spiderwasp SpiderwaspPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Changes resistances: +9% blight / +3% temporal / +15% nature Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +87.00 Mindpower: +6 (+3 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | elemental steel dagger of shearing (11-14.3 power, 6 apr) elemental steel dagger of shearing (11-14.3 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +4 Changes resistances penetration: +7% acid / +5% physical / +6% fire / +7% lightning / +6% cold Changes damage: +4% physical Sharp, short and deadly. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 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 4). 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. Cunning and malice seem to emanate from this cloak. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.00(-) Cunning / Stealth Confusion immunity: +30% Fear immunity: +30% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
manasurge rune of the psychic (841% regen over 10 turns; 42 instant mana) manasurge rune of the psychic (841% regen over 10 turns; 42 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 841% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. chilling steel greatmaul of phasing (26-39 power, 11 apr)chilling steel greatmaul of phasing (26-39 power, 11 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +23% Damage (Melee): +13 cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword (34.5-55.2 power, 2 apr)flaming dwarven-steel greatsword (34.5-55.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +10 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious steel longsword of dampening (16.5-23.1 power, 3 apr)insidious steel longsword of dampening (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Changes resistances: +10% acid / +7% fire / +9% cold / +9% lightning Spell save: +6 (+5 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe (14-19.6 power, 3 apr)flaming steel waraxe (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
resilient linen cloak of the voidstalker (1 def, 0 armour) resilient linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% darkness / +13% temporal Maximum life: +32.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% 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. |
This item will automatically be transmogrified when you leave the level. Ragyruiyon the Brightblood (2 def, 0 armour)Ragyruiyon the Brightblood (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% mind / +3% nature Changes resistances penetration: +5% light Changes damage: +12% mind Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Brenazor the Chargepeal (0 def, 4 armour)Brenazor the Chargepeal (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes resistances: +13% darkness / +5% arcane / +14% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starreeve (0 def, 3 armour) Starreeve (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 nature Changes resistances: +7% nature Spell save: +3 (+3 eff.) Maximum life: +57.00 Healing mod.: +13% A cap made of leather. |
troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.00 Healing mod.: +13% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Morningsquall the quiver of ash arrows (16/16, 22-30.8 power, 7 apr)Morningsquall the quiver of ash arrows (16/16, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +7 Physical crit. chance: +10.5% Capacity: 16 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to blind On weapon crit: * cripple the target Damage (Ranged): +12 light Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral quiver of ash arrows of erosion (21/21, 22-30.8 power, 7 apr)tundral quiver of ash arrows of erosion (21/21, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 Damage (Ranged): +10 cold / +7 nature / +5 temporal Burst (radius 2) on crit: +5 cold Arrows are used with bows to pierce your foes to death. |
aquamarine 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Skulker the Skeleton Shadowblade level 12
71st Dusk 122nd year of Ascendancy at 09:14 see stats
Exterminator
Killed 1000 creatures.By Skulker the Skeleton Shadowblade level 16
9th Allure 123rd year of Ascendancy at 16:50 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skulker the Skeleton Shadowblade level 18
24th Regrowth 123rd year of Ascendancy at 07:59 see stats
Level 10
Got a character to level 10.By Skulker the Skeleton Shadowblade level 10
10th Flare 122nd year of Ascendancy at 18:51 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Skulker the Skeleton Shadowblade level 11
38th Dusk 122nd year of Ascendancy at 08:47 see stats
The Arena
Unlocked Arena mode.By Skulker the Skeleton Shadowblade level 10
2nd Dusk 122nd year of Ascendancy at 06:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skulker the Skeleton Shadowblade level 11
41st Dusk 122nd year of Ascendancy at 23:48 see stats
The secret city
Discovered the truth about mages.By Skulker the Skeleton Shadowblade level 15
28th Haze 122nd year of Ascendancy at 21:45 see stats
Log
Skulker has finished recovering.
Talent Rune: Shielding is ready to use.
Rantha the Worm hits Skulker for 118 cold damage.
Rantha the Worm stops regenerating health quickly.
Skulker casts Rune: Shielding.
A shield forms around Skulker.
Skulker speeds up.
Skulker hits Iceblock for 26 physical, 32 darkness, 9 light, 28 physical, 16 darkness, 5 light (113 total damage).
Skulker hits Skulker for (slow 30%), (slow 30%) (0 total damage).
Skulker shrugs off some effects!
Skulker is free from the ice.
Skulker casts Teleport.
Resting starts...
The shield around Skulker crumbles.
Talent Ambuscade is ready to use.
Talent Dual Strike is ready to use.
Talent Flurry is ready to use.
Talent Vitality is ready to use.
Today is the 39th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Healing Light is ready to use.
Talent Rune: Shielding is ready to use.
Talent Shadow Ambush is ready to use.
Rested for 17 turns (stop reason: hostile spotted to the west (Rantha the Worm)).
Skulker casts Phase Door.
Rantha the Worm casts Freeze.
Saving game...
