









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Corruptor |
| Level / Exp | 24 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 32nd Dusk 122nd year of Ascendancy at 13:12 0 / 8Killed by Zeouur the Bringer of Doom at level 16 on the 50th Dusk 122nd year of Ascendancy at 00:15 Killed by worm that walks at level 18 on the 2nd Haze 122nd year of Ascendancy at 05:20 Killed by Grand Corruptor at level 20 on the 37th Regrowth 123rd year of Ascendancy at 23:05 Killed by Ornul the human at level 20 on the 42nd Regrowth 123rd year of Ascendancy at 11:04 Killed by Lord of Skulls (warrior) at level 24 on the 41st Pyre 123rd year of Ascendancy at 20:25 Killed by The Master at level 24 on the 43rd Pyre 123rd year of Ascendancy at 16:54 Killed by armoured skeleton warrior at level 24 on the 43rd Pyre 123rd year of Ascendancy at 18:02 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 31 (base 10) |
| Constitution | 34 (base 32) |
| Magic | 59 (base 54) |
| Willpower | 15 (base 13) |
| Cunning | 36 (base 25) |
Resources
| Life | -162/749 |
| Vim | 0/219 |
| Healing Factor | 1.485336564623 |
| Regeneration | 15.224699787385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Temporal | +3% |
| Nature | +11% |
| Mind | +11% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +5% |
| Mind | +25% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 36 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 38%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 36%( 70%) |
| Darkness | + 23%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 238 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
| 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 395 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by master vampire. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Aeribreda the forest wight. Escort: worried loremaster (level 6 of Dreadfell) | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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! | 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 within5 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Elille the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +3 Cun / +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% mind / +20% temporal Changes damage: +3% temporal Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) 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. |
| Quiver | Xanyrevena the quiver of ash arrows (13/13, 17-24 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 13 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to reduce all saves and defense by 17 * 20% chance to knock the target back 3 spaces and deal 89 physical damage Damage (Ranged): +20 mind / +20 physical Arrows are used with bows to pierce your foes to death. |
| Light source | Freezepiercer the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +5% blight / +12% temporal / +7% darkness / +6% nature Disease immunity: +20% Life regen: +4.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Tempestobeisance' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +3% lightning / +5% fire / +6% cold Changes resistances penetration: +5% lightning / +20% mind A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 7 turns) 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 | steel ring 'Malinik'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% cold / +11% mind / +22% nature Changes resistances penetration: +25% blight Changes damage: +12% cold / +11% mind / +11% nature Light radius: +2 Rings make your fingers look great! |
| On fingers | savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [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: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+6 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | hardened leather gloves 'Hurekor' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +7% darkness / +1% physical Reduces incoming crit damage: 15.00% Mental save: +9 (+4 eff.) Cut immunity: +10% Maximum life: +20.00 Infravision radius: +2 Healing mod.: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Anusasin the cashmere robe (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +30% lightning / +2% physical / +11% all Changes damage: +20% lightning Life regen: +4.00 Maximum life: +80.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ulfidurin (31 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +31 (+10 eff.) Damage when hit (Melee): 2 mind Changes resistances: +3% lightning Critical mult.: +10.00% Physical save: +7 (+4 eff.) Poison immunity: +20% Only die when reaching: -80.00 life Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Camoromizor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +10% temporal Disarm immunity: +10% Pinning immunity: +20% Knockback immunity: +23% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 216.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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 spell talent. |
acid wave rune of the titan (damage 107; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 106.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution 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 spell talent. |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +1.00 Amulets make your neck look great! |
steel amulet of mastery (0.15 Corruption / Bone)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.15 Corruption / Bone Amulets make your neck look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.9 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 149.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (298). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
blighted yew starstaff of wizardry (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +20% physical Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum mana: +35.00 Maximum vim: +16.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Dazzleransom' (20-24 power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Dex / +2 Con Changes damage: +20% blight / +12% light Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Light radius: +3 See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel waraxe of daylight (22-32 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Damage (Melee): +7 light Damage against: +8% Undead One-handed war axes. |
Elenolen the GlitterparryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +5% light Stealth bonus: +6 Mental save: +9 (+4 eff.) A belt that goes around your waist. |
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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 32.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
radiant rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes resistances: +5% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +18% fire A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.06 to 123.19 lightning damage (82.13 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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: -0.20 Cunning / Stealth Blindness immunity: +0% Confusion immunity: +0% 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. |
This item will automatically be transmogrified when you leave the level.The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
215 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Gilaroddaldir the DuathelwarInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% darkness / +15% acid Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused 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.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered 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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 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. |
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) 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. |
10 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 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. |
5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By No Deaths the Skeleton Corruptor level 16
50th Dusk 122nd year of Ascendancy at 02:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By No Deaths the Skeleton Corruptor level 18
55th Dusk 122nd year of Ascendancy at 17:32 see stats
Earth Master
Killed Harkor'Zun.By No Deaths the Skeleton Corruptor level 18
42nd Haze 122nd year of Ascendancy at 16:46 see stats
Exterminator
Killed 1000 creatures.By No Deaths the Skeleton Corruptor level 18
41st Haze 122nd year of Ascendancy at 14:37 see stats
Level 10
Got a character to level 10.By No Deaths the Skeleton Corruptor level 10
3rd Flare 122nd year of Ascendancy at 20:47 see stats
Level 20
Got a character to level 20.By No Deaths the Skeleton Corruptor level 20
63rd Haze 122nd year of Ascendancy at 05:43 see stats
The Arena
Unlocked Arena mode.By No Deaths the Skeleton Corruptor level 12
18th Dusk 122nd year of Ascendancy at 11:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By No Deaths the Skeleton Corruptor level 17
50th Dusk 122nd year of Ascendancy at 23:10 see stats
Unstoppable
Returned from the dead.By No Deaths the Skeleton Corruptor level 24
43rd Pyre 123rd year of Ascendancy at 16:54 see stats
Log
No Deaths reflects damage back to Armoured skeleton warrior!
Armoured skeleton warrior hits No Deaths for (89 absorbed), 0 physical (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 mind, 5 cold (5 total damage).
No Deaths hits Armoured skeleton warrior for 89 reflected damage.
Talent Virulent Disease is ready to use.
No Deaths is confused and fails to use Blood Grasp.
The Master casts Dire Plague.
No Deaths is afflicted by a dire plague!
No Deaths's spell attains critical power!
Ghoul shrugs off No Deaths's 'Weakness Disease'!
Ghoul slows down.
Blight Poison from No Deaths hits Ghoul for 28 blight damage.
The Master aims less carefully.
Ghoul bites poison into No Deaths.
Ghoul misses No Deaths.
Lord of Skulls (warrior) uses Overpower.
Your shield crumbles under the damage!
The shield around No Deaths crumbles.
No Deaths reflects damage back to Lord of Skulls (warrior)!
Melee retaliation hits Lord of Skulls (warrior) for 1 mind, 5 cold, 1 mind, 5 cold, 1 mind, 5 cold (19 total damage).
No Deaths hits Lord of Skulls (warrior) for 189 reflected, 7 reflected, 79 reflected, 11 reflected (287 total damage).
Lord of Skulls (warrior) hits No Deaths for (189 absorbed), 0 physical, (7 absorbed), 0 fire, (79 absorbed), 0 physical, (11 absorbed), 1 fire, 19 fire, 82 physical, 11 fire, 19 fire (133 total damage).
Ghoul is poisoned with insidious blight!!
No Deaths's blight poison area effect hits Armoured skeleton warrior for 14 blight damage.
No Deaths's blight poison area effect hits Ghoul for 14 blight damage.
No Deaths's blight poison area effect hits Lord of Skulls (warrior) for 8 blight damage.
Armoured skeleton warrior hits No Deaths for 125 physical damage.
Melee retaliation hits Armoured skeleton warrior for 1 mind, 7 cold (8 total damage).
No Deaths the level 24 skeleton corruptor was tortured to death by an armoured skeleton warrior on level 9 of Dreadfell.




























































































