








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Anorithil |
Level / Exp | 31 / 16% |
Size | medium |
Lifes / Deaths | Killed by Gluganor the fox at level 11 on the 2nd Dusk 122nd year of Ascendancy at 10:50 0 / 7Killed by Xida the gigantic sandworm tunneler at level 19 on the 66th Dusk 122nd year of Ascendancy at 18:36 Killed by Layalramina the giant carpenter ant at level 20 on the 38th Haze 122nd year of Ascendancy at 08:13 Killed by Cyrolrariavea the slaver at level 22 on the 62nd Haze 122nd year of Ascendancy at 15:25 Killed by Betylaith the skeleton warrior at level 24 on the 79th Haze 122nd year of Ascendancy at 01:35 Killed by Gluvena the master vampire at level 29 on the 33rd Regrowth 123rd year of Ascendancy at 07:52 Killed by Mayumina the lesser vampire at level 31 on the 41st Regrowth 123rd year of Ascendancy at 13:33 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 31 (base 24) |
Magic | 83 (base 60) |
Willpower | 23 (base 10) |
Cunning | 48 (base 48) |
Resources
Life | -68/922 |
Positive | 40/140 |
Negative | 4/140 |
Healing Factor | 1.4058714593978 |
Regeneration | 11.598439540032 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 9 |
See Invisible | 8 |
Offense: Mainhand
Damage | 37 |
Accuracy | 11 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +47% |
Darkness | +34% |
Cold | +65% |
Blight | +32% |
Physical | +72% |
Fire | +16% |
All | +6% |
Offense: Damage Penetration
Darkness | +33% |
Light | +45% |
Blight | +50% |
Arcane | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Lightning | + 37%( 70%) |
Light | + 35%( 70%) |
Cold | + 70%( 70%) |
Darkness | + 27%( 70%) |
Physical | + 37%( 70%) |
Fire | + 15%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 43% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 26% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 362 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 515 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.58 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 334/334 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Emeleravena the giant black ant. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Yarorebers. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by giant army ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Betherialle the elder vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by war hound. Escort: repented thief (level 2 of Old Forest) | failed |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of faeros ash. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * You've found the needed hummerhorn wing. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: -5% Changes resistances: +3% light Changes damage: +9% blight Life regen: +1.00 Stamina each turn: +0.40 Maximum life: +97.00 Movement speed: +10% Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +13% Light radius: +9 See stealth: +9 See invisible: +8 It can be used to activate talent Track, 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 Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +6% light / +3% cold Physical save: +3 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +3 Mag Changes resistances penetration: +20% arcane Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+5 eff.) Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 48% Changes resistances: +6% lightning / +43% cold Changes damage: +14% cold / +6% all Mental save: +8 (+4 eff.) Confusion immunity: +30% Spellpower: +12 (+3 eff.) Mindpower: +11 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +7.00 Maximum life: +45.00 Healing mod.: +12% Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +6% cold Physical save: +12 (+6 eff.) Disarm immunity: +10% Stun/Freeze immunity: +20% Maximum life: +41.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +33.00% Spell save: +9 (+3 eff.) Cut immunity: +10% Spellpower: +6 (+2 eff.) Spell crit. chance: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +12 Str / +12 Mag / +10 Wil Changes resistances: +20% lightning / +26% physical / +6% light / +15% cold / +15% all Changes resistances penetration: +15% light / +25% blight Changes damage: +41% lightning / +66% physical / +9% blight / +45% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +14% darkness Changes resistances penetration: +8% darkness Changes damage: +13% darkness Stealth bonus: +9 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 37% Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +8% blight / +10% fire / +12% acid Talent mastery: +0.28 Celestial / Eclipse Critical mult.: +11.00% Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+7 eff.) Spellpower: +5 (+1 eff.) Amulets make your neck look great! |
Inventory
![]() movement infusion of the psychic (speed 660%; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() acid wave rune (damage 76; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 75.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+3 eff.) Changes damage: +9% all Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Life regen: +5.00 Maximum life: +42.00 Spell crit. chance: +2% Mental crit. chance: +2% Healing mod.: +10% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 6 blight Changes stats: +5 Con Changes resistances: +6% nature / +6% blight Changes damage: +4% all Physical save: +6 (+3 eff.) Spell save: +11 (+4 eff.) Poison immunity: +13% Disease immunity: +13% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +12.00 Spell crit. chance: +2% Mental crit. chance: +2% Damage Shield penetration: +10% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Physical crit. chance: +2.0% Changes stats: +6 Dex / +7 Mag / +4 Wil / +6 Cun / +3 Con Changes damage: +4% all Spell save: +12 (+4 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum stamina: +23.00 Maximum hate: +10.00 Maximum psi: +40.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Mental crit. chance: +2% Rings make your fingers look great! |
![]() Lustrewaker (50-80 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 96 damage Damage (Melee): +17 blight / +8 light Damage (radius 1) on hit: +4 light / +10 fire When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +15% light / +9% fire Disease immunity: +27% Massive two-handed swords. |
![]() chilling stralite greatsword of massacre (58-93 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 58.0 - 92.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 cold Massive two-handed swords. |
![]() flaming dwarven-steel greatsword of shearing (35-56 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +12 (+10 eff.) Armour penetration: +12 Changes resistances penetration: +12% all Massive two-handed swords. |
![]() warbringer's stralite greatsword of daylight (52-83 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 light Damage against: +23% Undead When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +7 Con Changes resistances penetration: +10% physical Disarm immunity: +25% Massive two-handed swords. |
![]() Glowwar (15-21 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 light Damage (radius 1) on hit: +20 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +10% acid / +11% lightning / +10% fire / +10% cold / +5% all Changes damage: +9% lightning / +9% light Spell save: +7 (+2 eff.) Light radius: +3 Sharp, long, and deadly. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+7 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +12% blight / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Mana each turn: +0.33 Maximum mana: +82.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Fulegolar the Scaldstreaker (12-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +20 light When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Mag Changes resistances: +18% fire Changes damage: +12% light / +15% fire Infravision radius: +3 One-handed war axes. |
![]() monstrous hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Str / +4 Con Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +2 Cun / +3 Wil Physical save: +8 (+4 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +11 Physical save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() mindwoven silk robe of lightning (+24%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +24% lightning / +13% all Changes damage: +16% lightning Mental save: +18 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Brenakalthochak the Galewake (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+5 eff.) Physical power: +30 (+11 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 lightning Changes stats: +6 Wil Changes resistances: +7% blight / +12% lightning Changes damage: +6% acid / +12% physical / +9% arcane Mental save: +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() radiant steel mail armour of the deep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +7% acid / +7% cold / +13% darkness / +15% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
![]() reinforced leather armour of command (20 def, 13 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Cun Mental save: +19 (+9 eff.) A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() miner's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() bright alchemist's lamp of the moons Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% light Changes damage: +9% darkness Damage affinity(heal): +5% darkness Light radius: +8 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.2 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 238.45 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() preserving alchemist's lamp of clarity Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Mental save: +6 (+3 eff.) Life regen: +6.00 Light radius: +4 See stealth: +6 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() scorching alchemist's lamp of focus Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +7% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() watchleader's alchemist's lamp of the zealot Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Blindness immunity: +34% Confusion immunity: +18% Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yarorebers the Skeleton Anorithil level 20
30th Haze 122nd year of Ascendancy at 21:09 see stats
By Yarorebers the Skeleton Anorithil level 27
2nd Regrowth 123rd year of Ascendancy at 05:58 see stats
By Yarorebers the Skeleton Anorithil level 20
38th Haze 122nd year of Ascendancy at 04:39 see stats
By Yarorebers the Skeleton Anorithil level 29
18th Regrowth 123rd year of Ascendancy at 08:42 see stats
By Yarorebers the Skeleton Anorithil level 10
10th Flare 122nd year of Ascendancy at 19:16 see stats
By Yarorebers the Skeleton Anorithil level 20
76th Dusk 122nd year of Ascendancy at 22:06 see stats
By Yarorebers the Skeleton Anorithil level 30
33rd Regrowth 123rd year of Ascendancy at 11:28 see stats
By Yarorebers the Skeleton Anorithil level 23
64th Haze 122nd year of Ascendancy at 01:45 see stats
By Yarorebers the Skeleton Anorithil level 20
38th Haze 122nd year of Ascendancy at 08:05 see stats
By Yarorebers the Skeleton Anorithil level 24
76th Haze 122nd year of Ascendancy at 00:24 see stats
By Yarorebers the Skeleton Anorithil level 14
24th Dusk 122nd year of Ascendancy at 20:35 see stats
By Yarorebers the Skeleton Anorithil level 20
77th Dusk 122nd year of Ascendancy at 19:49 see stats
By Yarorebers the Skeleton Anorithil level 14
11st Dusk 122nd year of Ascendancy at 06:21 see stats
Log
Mayumina the lesser vampire is no longer evading attacks.
Hymn of Perseverance hits Mayumina the lesser vampire for (39 flat reduction), 0 darkness (0 total damage).
Yarorebers casts Rune: Blink.
Yarorebers is out of phase.
Mayumina the lesser vampire is knocked back!
Yarorebers's sanctity area effect hits Mayumina the lesser vampire for (48 flat reduction), 10 light (10 total damage).
Yarorebers's prismatic repulsion area effect hits Mayumina the lesser vampire for (18 flat reduction), 0 light, (15 flat reduction), 0 darkness (0 total damage).
Talent Moonlight Ray is ready to use.
Mayumina the lesser vampire is knocked back!
Mayumina the lesser vampire uses Butterfly Kick.
Mayumina the lesser vampire performs a melee critical strike against Yarorebers!
Your shield crumbles under the damage!
The shield around Yarorebers crumbles.
Melee retaliation hits Mayumina the lesser vampire for (7 flat reduction), 0 lightning, (14 flat reduction), 0 darkness, (29 flat reduction), 0 light (0 total damage).
Mayumina the lesser vampire hits Yarorebers for (10 absorbed), 189 physical, 2 arcane, 5 physical (195 total damage).
Yarorebers is not disabled anymore.
Talent Sun Flare is ready to use.
Mayumina the lesser vampire throws a concussive punch.
Yarorebers resists the vile poison!
Melee retaliation hits Mayumina the lesser vampire for (7 flat reduction), 0 lightning, (14 flat reduction), 0 darkness, (29 flat reduction), 0 light (0 total damage).
Mayumina the lesser vampire hits Yarorebers for 121 physical, 2 arcane, 5 physical, 59 physical (187 total damage).
Mayumina the lesser vampire throws two quick punches.
Mayumina the lesser vampire performs a melee critical strike against Yarorebers!
Yarorebers resists the vile poison!
Melee retaliation hits Mayumina the lesser vampire for (7 flat reduction), 0 lightning, (14 flat reduction), 0 darkness, (29 flat reduction), 0 light, (7 flat reduction), 0 lightning, (14 flat reduction), 0 darkness, (29 flat reduction), 0 light (0 total damage).
Mayumina the lesser vampire hits Yarorebers for 104 physical, 2 arcane, 5 physical, 66 physical (177 total damage).
Yarorebers the level 31 skeleton anorithil was swiped to death by Mayumina the lesser vampire on level 6 of Dreadfell.
A shield forms around Yarorebers.