Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Rogue |
Level / Exp | 20 / 66% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 2 on the 76th Pyre 122nd year of Ascendancy at 15:23 4 / 1 |
Primary Stats
Strength | 22 (base 11) |
Dexterity | 54 (base 42) |
Constitution | 16 (base 16) |
Magic | 10 (base 10) |
Willpower | 13 (base 10) |
Cunning | 51 (base 43) |
Resources
Life | 480/480 |
Mana | 109/109 |
Stamina | 190/190 |
Paradox | 150 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 1 |
Stealth | 37.15 |
Offense: Mainhand
Damage | 67 |
Accuracy | 56 |
Crit Chance | 33% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 56 |
Crit Chance | 27% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 24.75 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Physical | +31% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Defense: Base
Armour (hardiness) | 22 (50%) |
Defense | 30.625 |
Ranged Defense | 30.625 |
Fatigue | 0 |
Physical Save | 20.5875 |
Spell Save | 11.925 |
Mental Save | 32.1375 |
Defense: Resistances
Light | + 6%( 70%) |
Nature | + 15%( 70%) |
Fire | + 6%( 70%) |
Physical | + 5%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stealth |
talent | Premonition |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 28. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. 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 snow giant kidney. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 naga tongue. * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 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! | 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 | Harin (0 def, 3 armour) Harin (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 Armour: +3 Fatigue: +3% Changes damage: +21% physical Critical mult.: +20.00% A pair of boots made of leather. |
Quiver | enchanted pouch of iron shots (12/12, 10-12 power, 1 apr) enchanted pouch of iron shots (12/12, 10-12 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 10.0 - 12.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 12 Turns elapse between self-loadings: 5 When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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. |
On head | stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% nature Changes damage: +10% nature Physical save: +7 A pointy cloth hat, very wizardly... |
On hands | cinder rough leather gloves of strength (+2) (0 def, 1 armour) cinder rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 fire Changes resistances: +6% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
On fingers | 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. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Strikekiller the dwarven-steel dagger (18.5-24.05 power, 7 apr) Strikekiller the dwarven-steel dagger (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +17 mind / +8 nature Damage conversion: 28% mind Damage against: +9% Animal When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 2 lightning Changes resistances: +3% cold / +6% light Changes resistances penetration: +5% lightning Spell save: +3 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 off hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Duration will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | cured leather armour of Toknor (2 def, 4 armour) cured leather armour of Toknor (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +4 Defense: +2 Fatigue: +7% Critical mult.: +14.00% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+6 for 8 turns, die at -183)heroism infusion (+6 for 8 turns, die at -183) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. Also while Heroism is active, you will only die when reaching -183 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wizard's sun infusion (rad 6; power 33; turns 5; dispells darkness)wizard's sun infusion (rad 6; power 33; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 5 turns. Its effects scale with your Magic 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 ability. |
invisibility rune (power 7 for 6 turns) invisibility rune (power 7 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 7) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot 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. |
This item will automatically be transmogrified when you leave the level. wizard's phase door rune (range 6)wizard's phase door rune (range 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Its effects scale with your Magic 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. |
inertial copper amulet of constitution (+3) inertial copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Pinning immunity: +20% Stamina each turn: +0.30 Amulets can have magical properties. |
purifying stralite amulet of cunning (+4) purifying stralite amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% blight Disease immunity: +24% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. conjurer's gold ringconjurer's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +10 Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
warrior's copper ring of arcana(+0.11/turn) warrior's copper ring of arcana(+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of erosion (31.5-47.25 power, 2 apr)balanced dwarven-steel battleaxe of erosion (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +10 nature / +10 temporal When wielded/worn: Accuracy: +6 Defense: +6 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of sand (12-13.2 power, 32 apr, nature damage)pulsing mindstar of sand (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +2% physical Changes resistances penetration: +3% physical Changes damage: +4% physical Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blighted yew vilestaff (20-24 power, 4 apr, darkness damage)blighted yew vilestaff (20-24 power, 4 apr, darkness damage) 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: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +12.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff of fate (24-28.8 power, 4 apr, fire damage)potent yew vilestaff of fate (24-28.8 power, 4 apr, fire damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% fire Talent granted: +1 Command Staff Physical save: +4 Spell save: +4 Mental save: +5 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe of massacre (38.5-53.9 power, 5 apr)arcing stralite waraxe of massacre (38.5-53.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +12 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental stralite waraxe (31-43.4 power, 5 apr)elemental stralite waraxe (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 10% fire / 10% cold / 13% lightning / 11% acid One-handed war axes. |
Elydarin ElydarinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes damage: +9% arcane Defense after a teleport: +25 A belt that goes around your waist. This item has been sent to the Item's Vault. |
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. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
miner's pair of rough leather boots of tirelessness (0 def, 5 armour) miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. sand hardened leather gloves of strength (+3) (0 def, 8 armour)sand hardened leather gloves of strength (+3) (0 def, 8 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +8 Changes stats: +3 Str Damage when the wearer hits(melee): 11 physical Changes damage: +4% physical 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. bladed hardened leather cap (0 def, 3 armour)bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.64 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
bladed hardened leather cap of the depths (0 def, 3 armour) bladed hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str Damage when the wearer is hit: 8 physical Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.64 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of implacability (3 def, 14 armour)dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +11% Physical save: +8 A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.83 to 104.48 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. This item has been sent to the Item's Vault. |
enlightening cured leather armour of command (8 def, 7 armour) enlightening cured leather armour of command (8 def, 7 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +8 Fatigue: +7% Changes stats: +4 Cun / +2 Wil Mental save: +22 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of command (11 def, 10 armour)hardened leather armour of command (11 def, 10 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +11 Fatigue: +8% Changes stats: +2 Cun Mental save: +14 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour (5 def, 11 armour)enlightening dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +3 Cun / +2 Wil Mental save: +15 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. icy quiver of elven-wood arrows of accuracy (14/14, 42.5-59.5 power, 14 apr)icy quiver of elven-wood arrows of accuracy (14/14, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 14 Damage when this weapon hits(ranged): +9 ice Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
9 agate 9 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 Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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. |
9 aquamarine 9 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. |
lapis lazuli 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 topaz 4 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. |
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. |
dwarven-steel pickaxe of predation (dig speed 15 turns) dwarven-steel pickaxe of predation (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 Changes stats: +3 Dex It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
2 emerald 2 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
2 garnet 2 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. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (23/23, 32-38.4 power, 3 apr)pouch of dwarven-steel shots (23/23, 32-38.4 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. quick-loading pouch of stralite shots of erosion (24/24, 43.5-52.2 power, 5 apr)quick-loading pouch of stralite shots of erosion (24/24, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 Damage when this weapon hits(ranged): +9 nature / +8 temporal When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (20 cooldown) steel torque of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorbs and nullifies at most 2 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 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% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Te-Erst the Skeleton Rogue level 18
10th Regrowth 123rd year of Ascendancy at 01:42 see stats
By Te-Erst the Skeleton Rogue level 7
16th Dusk 122nd year of Ascendancy at 06:34 see stats
By Te-Erst the Skeleton Rogue level 19
21st Regrowth 123rd year of Ascendancy at 00:16 see stats
By Te-Erst the Skeleton Rogue level 17
4th Allure 123rd year of Ascendancy at 09:24 see stats
By Te-Erst the Skeleton Rogue level 19
22nd Regrowth 123rd year of Ascendancy at 20:37 see stats
By Te-Erst the Skeleton Rogue level 16
10th Haze 122nd year of Ascendancy at 17:47 see stats
By Te-Erst the Skeleton Rogue level 10
29th Dusk 122nd year of Ascendancy at 17:35 see stats
By Te-Erst the Skeleton Rogue level 20
51st Regrowth 123rd year of Ascendancy at 20:27 see stats
By Te-Erst the Skeleton Rogue level 17
49th Haze 122nd year of Ascendancy at 16:19 see stats
By Te-Erst the Skeleton Rogue level 16
17th Haze 122nd year of Ascendancy at 04:03 see stats
By Te-Erst the Skeleton Rogue level 17
49th Haze 122nd year of Ascendancy at 18:41 see stats
By Te-Erst the Skeleton Rogue level 6
3rd Flare 122nd year of Ascendancy at 16:59 see stats
By Te-Erst the Skeleton Rogue level 6
4th Flare 122nd year of Ascendancy at 17:32 see stats
By Te-Erst the Skeleton Rogue level 17
74th Haze 122nd year of Ascendancy at 12:43 see stats
By Te-Erst the Skeleton Rogue level 19
51st Regrowth 123rd year of Ascendancy at 00:19 see stats
Log
Orc mage-hunter is invigorated by the attack!
Te-Erst hits orc mage-hunter for 5 mind, 19 physical, 5 mind, 3 nature, 1 lightning, 2 fire, 18 physical, 1 lightning, 2 fire damage (total 51.66).
Orc mage-hunter uses Infusion: Insidious Poison.
Te-Erst casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Orc mage-hunter hits Te-Erst for 0 nature damage.
The shield around Te-Erst crumbles.
Te-Erst casts Rune: Teleportation.
Te-Erst is not stunned anymore.
Talent Precognition is ready to use.
Talent Knowledge of the Past is ready to use.
Talent Poison Gas Trap is ready to use.
Talent Bear Trap is ready to use.
Talent Dual Strike is ready to use.
Talent Rune: Shielding is ready to use.
Talent Dirty Fighting is ready to use.
The protective shield of Te-Erst disappears.
Talent Flurry is ready to use.
Ran for 7 turns (stop reason: terrain change on right side).
Te-Erst activates Stealth.
Resting starts...
Talent Whirlwind is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Rune: Shielding is ready to use.
Talent Bone Armour is ready to use.
Rested for 94 turns (stop reason: all resources and life at maximum).