Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 31 / 54% |
Size | big |
Lifes / Deaths | Killed by Polosera the vampire at level 26 on the 26th Dusk 123rd year of Ascendancy at 07:44 4 / 2Killed by The Master at level 29 on the 75th Dusk 123rd year of Ascendancy at 10:03 |
Primary Stats
Strength | 45 (base 20) |
Dexterity | 67 (base 58) |
Constitution | 73 (base 50) |
Magic | 10 (base 10) |
Willpower | 19 (base 10) |
Cunning | 20 (base 17) |
Resources
Life | 1038/1038 |
Mana | 185/205 |
Stamina | 212/212 |
Positive | 0/120 |
Healing Factor | 1.36 |
Regeneration | 4.42 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 16 |
Offense: Mainhand
Damage | 123 |
Accuracy | 62 |
Crit Chance | 16% |
APR | 23 |
Speed | 0.80 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 25.15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Physical | +39% |
Acid | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Physical | +26% |
Defense: Base
Armour (hardiness) | 32.28 (56%) |
Defense | 25.475 |
Ranged Defense | 25.475 |
Fatigue | 37 |
Physical Save | 44.541261798417 |
Spell Save | 29.236892697625 |
Mental Save | 26.325 |
Defense: Resistances
Physical | + 32%( 75%) |
Acid | + 32%( 80%) |
All | + 15%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Bleed Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 392 damage for 5 turns. Its effects scale with your Strength stat. |
Rune | Effective talent level: 1.0 TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Cunning stat. |
Rune | Effective talent level: 1.0 Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 12. Its effects scale with your Constitution stat. |
Rune | Effective talent level: 1.0 Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 11. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Field control | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/10 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Premonition |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 371. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed black mamba head. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed storm wyrm claw. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed mummified bone. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 | blood-soaked pair of dwarven-steel boots of evasion (7 def, 4 armour) blood-soaked pair of dwarven-steel boots of evasion (7 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 Armour: +4 Defense: +7 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 32% chance to completely evade them for 6 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | high-capacity quiver of elven-wood arrows of vileness (30/30, 46.5-65.1 power, 14 apr) high-capacity quiver of elven-wood arrows of vileness (30/30, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 30 Damage when this weapon hits(ranged): +5 blight Burst (radius 2) on crit: +15 corrupted blood Arrows are used with bows to pierce your foes to death. |
Light source | nightwalker's alchemist's lamp of revealing nightwalker's alchemist's lamp of revealingInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Changes stats: +5 Wil Light radius: +3 See stealth: +5 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 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. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | titan's steel ring of the mountain (+10%) titan's steel ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% physical Changes damage: +10% physical Physical save: +6 Rings can have magical properties. |
On fingers | gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +6 Str / +5 Con Life regen: +1.00 Maximum life: +46.00 Healing mod.: +18% Rings can have magical properties. |
Around waist | monstrous rough leather belt of the vagrant monstrous rough leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 Changes stats: +4 Str / +6 Con Physical save: +6 Mental save: +7 Mindpower: +4 Size category: +1 A belt that goes around your waist. |
In main hand | mighty yew longbow of power mighty yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 When wielded/worn: Physical power: +7 Changes stats: +2 Str Changes resistances penetration: +11% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | fortifying stralite mail armour of Eyal (4 def, 8 armour) fortifying stralite mail armour of Eyal (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training (level 2) Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +3 Str / +4 Con Life regen: +1.00 Maximum life: +86.00 Healing mod.: +18% A suit of armour made of mail. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once! |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Rune of the Rift (226.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 226.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
acid wave rune (122 acid damage) acid wave rune (122 acid damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 122.10 acid damage. 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. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 8. 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. |
duelist's acid wave rune (312 acid damage) duelist's acid wave rune (312 acid damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 311.96 acid damage. Its effects scale with your Dexterity 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. |
duelist's acid wave rune (177 acid damage) duelist's acid wave rune (177 acid damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a self-centered acid wave of radius 2, doing 176.66 acid damage. Its effects scale with your Dexterity 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. |
heat beam rune (89 fire damage) heat beam rune (89 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a beam of heat doing 89.00 fire damage over 5 turns. 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. |
invisibility rune (power 9 for 6 turns) invisibility rune (power 9 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. 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. |
psychic's acid wave rune (149 acid damage) psychic's acid wave rune (149 acid damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 148.72 acid damage. 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. |
psychic's frozen spear rune (114 cold damage) psychic's frozen spear rune (114 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.00 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a bolt of ice doing 114.20 cold damage with a chance to freeze the target. 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. |
psychic's invisibility rune (power 11 for 6 turns) psychic's invisibility rune (power 11 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. 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. |
sneak's manasurge rune (840% regen over 10 turns; 42 instant mana) sneak's manasurge rune (840% 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: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 840% over 10 turns and instantly restoring 42 mana. Its effects scale with your Cunning 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. |
sneak's vision rune (radius 10) sneak's vision rune (radius 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 13) for 21 turns. Its effects scale with your Cunning 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. |
warrior's lightning rune (193 lightning damage) warrior's lightning rune (193 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a beam of lightning, doing 64.33 to 193.00 lightning damage. Its effects scale with your Strength 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. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Summons an ethereal magical eye at the designated location that lasts for 14 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 5 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 it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical crit. chance: +4.0% Armour: +4 Defense: +6 Critical mult.: +14.00% Physical save: +13 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Hurildir HurildirInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight Grants telepathy: Dragon Hate when firing a critical mind attack: +2.00 Rings can have magical properties. |
Xythra XythraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes damage: +15% arcane Stun/Freeze immunity: +46% Life regen: +1.60 Damage Shield penetration: +20% Rings can have magical properties. |
gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +1 Cun / +7 Con Hate when firing a critical mind attack: +1.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits the target will bleed for 276% weapon damage over 7 turns and all healing will be reduced by 20%. Rings can have magical properties. |
swiftstrike yew longbow of true flight swiftstrike yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 70% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +8 Physical crit. chance: +7.0% Longbows are used to shoot arrows at your foes. |
Boryhor (0 def, 2 armour) Boryhor (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +2 Grants telepathy: Humanoid/Orc Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
plaguebringer's quiver of yew arrows of annihilation (11/11, 36-50.4 power, 15 apr) plaguebringer's quiver of yew arrows of annihilation (11/11, 36-50.4 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +6.0% Capacity: 11 When this weapon hits: Epidemic (10% chance level 1). Travel speed: +200% Damage when this weapon hits(ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
400 alchemist agate 400 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. |
7 onyx 7 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 Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 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 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
9 opal 9 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 Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
12 garnet 12 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% Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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, costing 202 power out of 283/400. 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 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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Boneshard the Skeleton Archer level 30
1st Haze 123rd year of Ascendancy at 22:46 see stats
By Boneshard the Skeleton Archer level 30
77th Dusk 123rd year of Ascendancy at 10:35 see stats
By Boneshard the Skeleton Archer level 13
34th Dusk 122nd year of Ascendancy at 23:15 see stats
By Boneshard the Skeleton Archer level 12
10th Dusk 122nd year of Ascendancy at 03:56 see stats
By Boneshard the Skeleton Archer level 18
41st Haze 122nd year of Ascendancy at 22:20 see stats
By Boneshard the Skeleton Archer level 16
12nd Haze 122nd year of Ascendancy at 01:42 see stats
By Boneshard the Skeleton Archer level 25
6th Dusk 123rd year of Ascendancy at 03:00 see stats
By Boneshard the Skeleton Archer level 27
67th Dusk 123rd year of Ascendancy at 03:54 see stats
By Boneshard the Skeleton Archer level 15
38th Dusk 122nd year of Ascendancy at 21:18 see stats
By Boneshard the Skeleton Archer level 10
5th Flare 122nd year of Ascendancy at 02:07 see stats
By Boneshard the Skeleton Archer level 20
44th Haze 122nd year of Ascendancy at 11:28 see stats
By Boneshard the Skeleton Archer level 30
76th Dusk 123rd year of Ascendancy at 04:47 see stats
By Boneshard the Skeleton Archer level 16
76th Dusk 122nd year of Ascendancy at 05:02 see stats
By Boneshard the Skeleton Archer level 24
7th Allure 123rd year of Ascendancy at 09:57 see stats
By Boneshard the Skeleton Archer level 25
1st Pyre 123rd year of Ascendancy at 19:11 see stats
By Boneshard the Skeleton Archer level 5
7th Mirth 122nd year of Ascendancy at 01:38 see stats
By Boneshard the Skeleton Archer level 15
44th Dusk 122nd year of Ascendancy at 17:50 see stats
By Boneshard the Skeleton Archer level 26
28th Dusk 123rd year of Ascendancy at 23:51 see stats
By Boneshard the Skeleton Archer level 21
51st Haze 122nd year of Ascendancy at 20:51 see stats
By Boneshard the Skeleton Archer level 29
76th Dusk 123rd year of Ascendancy at 04:47 see stats
Log
You gain 5.43 gold from the transmogrification of champion's dwarven-steel helm of trickery (0 def, 4 armour).
You gain 4.20 gold from the transmogrification of pair of hardened leather boots of speed (0 def, 3 armour).
You gain 3.30 gold from the transmogrification of pair of dwarven-steel boots of disengagement (0 def, 4 armour).
You gain 0.71 gold from the transmogrification of protective hardened leather belt of the mind.
You gain 2.83 gold from the transmogrification of grounding hardened leather belt of the vagrant.
You gain 17.25 gold from the transmogrification of Thundermarrow.
You gain 8.47 gold from the transmogrification of blazebringer's stralite waraxe of ruin (33-46.2 power, 5 apr).
You gain 6.26 gold from the transmogrification of earthen elven-wood vilestaff of breaching (25-30 power, 5 apr, darkness damage).
You gain 1.25 gold from the transmogrification of reinforced leather sling.
You gain 6.49 gold from the transmogrification of insidious stralite mace of disruption (36-50.4 power, 5 apr).
You gain 7.09 gold from the transmogrification of warbringer's stralite longsword of crippling (30-42 power, 5 apr).
You gain 4.90 gold from the transmogrification of quick stralite longsword of projection (31.5-44.1 power, 5 apr).
You gain 3.67 gold from the transmogrification of inquisitor's stralite dagger (29-37.7 power, 9 apr).
You gain 3.05 gold from the transmogrification of invisibility rune (power 12 for 9 turns).
You gain 1.18 gold from the transmogrification of regeneration infusion (heal 227 over 5 turns).
You gain 22.75 gold from the transmogrification of heroism infusion (+5 for 10 turns, die at -400).
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...
Boneshard drops on the floor: Crown of Eternal Night (0 def, 3 armour).
Your Crown of Eternal Night (0 def, 3 armour) is magically sorted by the storage room.
Boneshard drops on the floor: Bindings of Eternal Night (0 def, 7 armour).
Your Bindings of Eternal Night (0 def, 7 armour) is magically sorted by the storage room.
Boneshard drops on the floor: Crystal Focus.
Your Crystal Focus is magically sorted by the storage room.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).