Almeder the level 24 Skeleton Marauder by sundance

'Almeder the level 24 Skeleton Marauder' by user sundance


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
- No traps 3.9.37
NameAlmeder
SexFemale
TypeSkeleton Marauder
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level24
Exp11%
Gold1700
Died
  • Killed by Nerivea the mountain troll at level 21 on the 74th Haze 122nd year of Ascendancy at 04:29
1 times (now alive)
Primary Stats
Strength62
Dexterity62
Magic16
Willpower13
Cunning41
Constitution11

Resources
Life537/537
Stamina202/202
Mana133/133
Inscriptions (3/3)
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 10.
Phase Door
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns.
Shielding
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 174 damage for 5 turns.
Shielding

Offense
Accuracy (main Hand)44
Damage (main Hand)48
APR (main Hand)24
Crit (main Hand)11%
Speed (main Hand)1.00
Accuracy (off Hand)44
Damage (off Hand)25
APR (off Hand)40
Crit(off Hand)29%
Speed(off Hand)1.00
Spellpower23
Spell Crit10
Spell Speed1
Physical Damage5%
Arcane Damage6%
Cold Damage15%
Light Damage10%
Defense
Fatigue11
Armour24
Armour Hardiness69
Defense56
Ranged Defense56
Physical Save22
Spell Save10
Mental Save33
All Resists(cap) 0%( 70%)
Fire Resist(cap) 0%( 70%)
Cold Resist(cap) 20%( 70%)
Nature Resist(cap) 10%( 70%)
Light Resist(cap) 9%( 70%)
Poison Resistance100%
Bleed Resistance100%
Confusion Resistance90%
Blind Resistance100%
Disarm Resistance55%
Stun Resistance61%
Fear Resistance100%
Knockback Resistance41%

Talents
Technique / Dual Weapons(mastery 1.20)
  • Dual Weapon Training (class)
Effective talent level: 1.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases the damage of the off-hand weapon to 56%.
1/5
  • Dual Weapon Defense (class)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to block incoming blows with your weapons, increasing your defense by 35.
5/5
  • Precision (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to hit the right spot, increasing your armor penetration by 4.
Armor penetration will increase with your Dexterity stat.
0/5
  • Momentum (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases attack speed by 0%, but drains stamina quickly(-6 stamina/turn).
0/5
Technique / Dual Techniques(mastery 1.20)
  • Dual Strike (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 16.65
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hit with your offhand weapon for 109% damage. If the attack hits, the target is stunned for 3 turns and you hit it with your mainhand weapon doing 109% damage.
Stun chance increase with your Dexterity stat.
1/5
  • Flurry (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 16.65
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 69% damage.
1/5
  • Sweep (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 33.3
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack your foes in a frontal arc doing 134% weapon damage and making your targets bleed for 31 each turn for 4 turns.
1/5
  • Whirlwind (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 33.3
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, damaging all targets around you with both weapons for 154%.
1/5
Technique / Battle Tactics(mastery 1.20)
  • Greater Weapon Focus (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 27.75
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Description: Concentrate on your blows, each strike has 24% chance to deal another similar blow for 5 turns.
This works for all blows, even ones from other talents and shield bashes.
The chance increases with your Dexterity.
1/5
  • Step Up (class)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: After killing a foe you have 100% chances to gain a 1000% movement speed bonus for 1 game turns.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly.
5/5
  • Bleeding Edge (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.64
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes at the target, doing 100% weapon damage.
If the attack hits the target will bleed for 200% weapon damage over 7 turns and all healing will be reduced by 0%.
0/5
  • True Grit (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Take a defensive stance to resist the onslaught of your foes.
For each 10% of your total life you lack, you gain 5% global damage resistance.
This consumes stamina rapidly(-16 stamina/turn).
0/5
Technique / Field Control(mastery 1.30)
  • Disengage (generic)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22.2
Range: 7.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Jump away 2 grids from your target.
0/5
  • Track (generic)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Sense foes around you in a radius of 5 for 3 turns.
The radius will increase with the Cunning stat
0/5
  • Heave (generic)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 22.2
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A mighty kick that pushes your target away 2 grids.
If another creature is in the way it will also be pushed away.
Knockback chance increase with your Dexterity stat.
0/5
  • Slow Motion (generic)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 80
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your great dexterity allows you to see incoming projectiles (spells, arrows, ...), slowing them down by 15%.
0/5
Technique / Combat Techniques(mastery 1.30)
  • Precise Strikes (class)
Effective talent level: 1.3
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 9 and critical chance by 7%.
The effects will increase with your Dexterity stat.
1/5
  • Rush (class)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 24.42
Range: 6.00
Cooldown: 34
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
1/5
  • Perfect Strike (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 11.1
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 1 turns.
0/5
  • Blinding Speed (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 27.75
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: instant
Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns.
0/5
Technique / Combat Training(mastery 1.30)
  • Thick Skin (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 0%
0/5
  • Armour Training (generic)
Effective talent level: 1.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 2 and reduces chance to be critically hit by 2% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 6%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

1/10
  • Combat Accuracy (generic)
Effective talent level: 1.3
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 6.
1/10
  • Weapons Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with swords, axes, maces by 0%
0/10
  • Knife Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with knives by 0%
0/10
Technique / Mobility(mastery 1.30)
  • Hack'n'Back (generic)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 33.3
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 71% damage, distracting it while you jump back 2 squares away.
1/5
  • Mobile Defence (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Whilst wearing leather or lighter armour you gain 52% defence and 39% armour hardiness.
5/5
  • Light Of Foot (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You are light on foot, handling your armour better. Each step you take regenerates 0.00 stamina and your fatigue is permanently reduced by 0%.
At level 3 you are able to walk so lightly that you never trigger traps that require pressure.
0/5
  • Strider (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You literally dance around your foes, increasing movement speed by 0% and reducing the cooldown of Hack'n'Back, Rush, Disengage and Evasion by 0 turns.
0/5
Technique / Thuggery(mastery 1.30)
  • Skullcracker (class)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 22.2
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 256.75 physical damage. If the attack hits the target is confused for 4 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 stat.
1/5
  • Riot-born (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attunement to violence has given you 50% resistance to stuns and confusion arising in battle.
5/5
  • Vicious Strikes (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You know how to hit the right places, giving +25% critical damage modifier and 20 armour penetration.
5/5
  • Total Thuggery (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: You go all out, trying to burn down your foes as fast as possible.
Every hit in battle has +2% critical chance and +1% physical penetration, but each strike drains 12 stamina.
0/5
Cunning / Dirty Fighting(mastery 1.30)
  • Dirty Fighting (class)
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 11.1
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 45% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 5 turns.
Stun chance increase with talent level and your Dexterity stat.
1/5
  • Backstab (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit gives you a big advantage against stunned targets; all your hits will have a 0% greater chance of being critical.
0/5
  • Switch Place (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 55.5
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you evasion(50%) for 1 turns.
While switching places your weapon(s) will connect with the target, not damaging it but on hit effects can trigger.
0/5
  • Cripple (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 33.3
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 90% damage. If your attack hits, the target is crippled for 3 turns, losing 7% accuracy and 7% damage.
Hit chance improves with talent level and your Dexterity stat.
0/5
Cunning / Survival(mastery 1.30)
  • Trap Detection (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (0 detection 'power').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
0/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 26% chance to completely evade them for 6 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
0/5
Cunning / Tactical(mastery 1.20)
  • Tactical Expert (class)
Effective talent level: 1.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your defense is increased by 2 for every adjacent visible foe up to a maximum of +9 defense.
The maximum defense increase will scale with the cunning stat.
1/5
  • Counter Attack (class)
Effective talent level: 1.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you avoid a melee blow you have a 8% chance to get a free, automatic attack against your foe for 70% damage.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if have any) and will have a damage bonus.
Armed fighters use it normaly.
The chance of countering increases with the cunning stat.
1/5
  • Set Up (class)
Effective talent level: 1.2
Use mode: Activated
Stamina cost: 13.32
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases defense by 14 for 4 turns. When you avoid a melee blow you set the target up, increasing the chance of you landing a critical strike on them by 10% and reducing their saving throws by 10.
The defense increase will scale with the cunning stat.
1/5
  • Exploit Weakness (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Systematically find the weaknesses in your opponents physical resists at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack you reduce their physical resistance by 5% up to a maximum of 0%.

0/5
Undead / Skeleton(mastery 1.10)
  • Skeleton (generic)
Effective talent level: 5.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Improves your skeletal condition, increasing strength and dexterity by 10.
5/5
  • Bone Armour (generic)
Effective talent level: 5.5
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a shield of bones absorbing 652 damage. Lasts for 10 turns.
The damage absorbed increases with dexterity.
5/5
  • Resilient Bones (generic)
Effective talent level: 4.4
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by 37%.
4/5
  • Re-assemble (generic)
Effective talent level: 5.5
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Re-position some of your bones, healing yourself for 550.
At level 5 you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once)
5/5
Current Effects
TalentPremonition
Quests
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Almeder the Skeleton Marauder level 10
11st Dusk 122nd year of Ascendancy at 04:35
Exterminator
Killed 1000 creatures
By Almeder the Skeleton Marauder level 18
63rd Haze 122nd year of Ascendancy at 21:57
Eye Of The Storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Almeder the Skeleton Marauder level 23
44th Regrowth 123rd year of Ascendancy at 12:32
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Almeder the Skeleton Marauder level 15
74th Dusk 122nd year of Ascendancy at 03:46
Level 10
Got a character to level 10.
By Almeder the Skeleton Marauder level 10
3rd Dusk 122nd year of Ascendancy at 23:01
Level 20
Got a character to level 20.
By Almeder the Skeleton Marauder level 20
67th Haze 122nd year of Ascendancy at 20:20
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By Almeder the Skeleton Marauder level 10
4th Dusk 122nd year of Ascendancy at 00:36
The Arena
Unlocked Arena mode.
By Almeder the Skeleton Marauder level 6
10th Mirth 122nd year of Ascendancy at 19:53
The Secret City
Discovered the truth about mages.
By Almeder the Skeleton Marauder level 15
77th Dusk 122nd year of Ascendancy at 11:26
Treasure Hunter
Amass 1000 gold pieces.
By Almeder the Skeleton Marauder level 21
74th Haze 122nd year of Ascendancy at 14:41

Equipment
In Main Hand
slime-covered dwarven-steel mace of plague (25.5-35.7 power, 4 apr)

Blunt and deadly.

Requires:
- Strength 24
Powered by
arcane forces
Infused by
nature
3.00 Encumbrance.

Type: weapon / mace

Base power: 25.5 - 35.7
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+1.5%
Attack speed:
100%
Damage when this weapon hits:
+20 slime / +16 blight
When wielded/worn:
Changes stats:
+2 Mag / -7 Con
Disease immunity:
+23%
It can be used to activate talent Epidemic (costing 80 power out of 80/80) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 6.00
Travel Speed: instantaneous
Description: Infects the target with a very contagious disease doing 16.66 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
Creatures suffering from that disease will also suffer healing reduction (56%).
The damage will increase with your Magic stat, and the spread chance increases with the blight damage.
slime-covered dwarven-steel mace of plague (25.5-35.7 power, 4 apr)
In Off Hand
Star (25-32.5 power, 20 apr)

Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.

Requires:
- Cunning 24
- Dexterity 24
Powered by
arcane forces
1.00 Encumbrance.

Type: weapon / dagger

It is part of a set of items.
Base power: 25.0 - 32.5
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+20
Physical crit. chance:
+20.0%
Attack speed:
100%
Damage when this weapon hits:
+20 light
When wielded/worn:
Changes damage:
+10% light
Light radius:
+1
Star (25-32.5 power, 20 apr)
On Fingers
Gloriravea

Rings can have magical properties.

Powered by arcane forces
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Accuracy:
+3
Changes stats:
+3 Dex
Changes resistances:
+9% light
Changes damage:
+6% arcane
Disarm immunity:
+15%
Stamina each turn:
+0.60
See invisible:
+8
Gloriravea
On Fingers
Nightsong

A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / ring

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
Use mode: Activated
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: instantaneous
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 13 damage per turn.
The damage will increase with your Mindpower.
Nightsong
Around Neck
Choker of Dread

The evilness of undeath radiates from this amulet.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Physical power:
+5
Blindness immunity:
+100%
Spellpower:
+5
See invisible:
+10
It can be used to summon an elder vampire to your side, costing 60 power out of 60/60.
Choker of Dread
Light Source
Burning Star

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.

Powered by arcane forces
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+5
It can be used to map surroundings, costing 100 power out of 150/150.
Burning Star
Main Armor
Skin of Many (12 def, 6 armour)

The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.

Requires:
- Strength 16
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armour:
+6
Defense:
+12
Fatigue:
+7%
Changes stats:
+4 Con
Talent mastery:
-0.20 Cunning / Stealth
Maximum life:
+40.00
Infravision radius:
+6
Skin of Many (12 def, 6 armour)
Cloak
Cloak of Deception

A black cloak, with subtle illusion enchantments woven in its very fabric.

Powered by arcane forces
1.00 Encumbrance.

[Plot Item]
Type: armor / cloak

When wielded/worn:
Physical power:
+5
Spellpower:
+5
Cloak of Deception
On Head
Helm of the Dwarven Emperors (0 def, 6 armour)

A Dwarven helm embedded with a single diamond that can banish all underground shadows.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+6
Fatigue:
+4%
Changes stats:
+3 Wil / +4 Mag
Blindness immunity:
+30%
Confusion immunity:
+30%
Light radius:
+1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Invokes Sun flare with radius of 4, blinding your foes for 6 turns and lighting up your immediate area (radius 7).
At level 3 it will start dealing 20.38 light damage (radius 4).
The damage will increase with the Magic stat.
Helm of the Dwarven Emperors (0 def, 6 armour)
Around Waist
stabilizing rough leather belt of the titan

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Physical power:
+3
Stun/Freeze immunity:
+11%
Knockback immunity:
+11%
stabilizing rough leather belt of the titan
On Hands
Gloves of the Firm Hand (0 def, 8 armour)

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.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+8
Changes stats:
+4 Con
Talent cooldown: Clinch (
-2 turns)
Disarm immunity:
+40%
Knockback immunity:
+30%
Gloves of the Firm Hand (0 def, 8 armour)
On Feet
Frost Treads (1 def, 4 armour)

A pair of leather boots. Cold to the touch, they radiate a cold blue light.

Requires:
- Dexterity 16
Infused by
nature
2.00 Encumbrance.

Type: armor / feet

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
Frost Treads (1 def, 4 armour)
Tool
sapper's dwarven-steel pickaxe (dig speed 16 turns)

Allows you to dig a wall, remove a tree, create ways.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Accuracy:
+5
Changes stats:
+3 Cun
Infravision radius:
+1
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
sapper's dwarven-steel pickaxe (dig speed 16 turns)
Inventory
Blood of Life

The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once!

Infused by nature
0.40 Encumbrance.

Type: potion / potion

It can be used to quaff the Blood of Life to grant an extra life.
Blood of Life
Daneth's Neckguard

A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.

Crafted by a master
2.00 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Armour:
+10
Fatigue:
+2%
Changes stats:
+6 Str / +6 Con
It can be used to activate talent Juggernaut (costing 30 power out of 60/60) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 10% for 20 turns.
Daneth's Neckguard
dwarven-steel greatsword of shearing (36.5-58.4 power, 2 apr)

Massive two-handed swords.

Requires:
- Strength 24
Crafted by
a master
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 36.5 - 58.4
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+3.5%
Attack speed:
100%
When wielded/worn:
Armour penetration:
+7
Changes resistances penetration:
+11% physical
Changes damage:
+7% physical
dwarven-steel greatsword of shearing (36.5-58.4 power, 2 apr)
thaloren yew longbow

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 24
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
80%
Firing range:
+8
Default ammo(infinite):
Base power: 30.0 - 42.0
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+10
Physical crit. chance:
+2.0%
When wielded/worn:
Changes damage:
+8% physical
Talents cooldown: Volley of Arrows (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
thaloren yew longbow
ethereal ash staff (11-13.2 power, 3 apr, blight damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 16
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 11.0 - 13.2
Uses stat: 100% Mag
Damage type:
Blight
Armour Penetration:
+3
Physical crit. chance:
+3.0%
Attack speed:
100%
When wielded/worn:
Changes damage:
+7% arcane
Mana each turn:
+0.13
Spellpower:
+6
Spell crit. chance:
+2%
ethereal ash staff (11-13.2 power, 3 apr, blight damage)
ancient cashmere robe (2 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Defense:
+2
Changes stats:
+4 Mag
Damage when the wearer hits(melee):
7 temporal
Confusion immunity:
+12%
ancient cashmere robe (2 def, 0 armour)
spellstreaming dwarven-steel gauntlets of disarming (0 def, 2 armour)

Metal gloves protecting the hands up to the middle of the lower arm.

Requires:
- Talent Armour Training
Powered by
arcane forces
Crafted by
a master
1.50 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+2
Changes stats:
+3 Wil
Trap disarming bonus:
+6
Spellpower:
+2
Spell crit. chance:
+2%
spellstreaming dwarven-steel gauntlets of disarming (0 def, 2 armour)
champion's iron helm of ire (0 def, 3 armour)

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+3
Fatigue:
+5%
Changes stats:
+4 Str / +2 Wil
Physical save:
+3
Mental save:
+4
Confusion immunity:
+10%
Light radius:
+1
It can be used to activate talent Battle Cry (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their defense by 14 for 7 turns, making them easier to hit.
Lowering defense chance increase with your Strength stat.
champion's iron helm of ire (0 def, 3 armour)
hardened leather armour of Toknor (3 def, 6 armour)

A suit of armour made of leather.

Requires:
- Strength 16
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Physical crit. chance:
+3.0%
Physical power:
+6
Armour:
+6
Defense:
+3
Fatigue:
+8%
Critical mult.:
+12.00%
hardened leather armour of Toknor (3 def, 6 armour)
nimble hardened leather armour (3 def, 6 armour)

A suit of armour made of leather.

Requires:
- Strength 16
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armour:
+6
Defense:
+3
Ranged Defense:
+4
Fatigue:
+8%
Changes stats:
+3 Dex
Movement speed:
+10%
nimble hardened leather armour (3 def, 6 armour)
troll-hide hardened leather armour (3 def, 6 armour)

A suit of armour made of leather.

Requires:
- Strength 16
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armour:
+6
Defense:
+3
Fatigue:
+8%
Life regen:
+2.70
troll-hide hardened leather armour (3 def, 6 armour)
3 onyx

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
3 onyx
3 aquamarine

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Changes resistances:
+4% all
When used to imbue an object:
Changes resistances:
+4% all
3 aquamarine
4 lapis lazuli

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Defense:
+6
When used to imbue an object:
Defense:
+6
4 lapis lazuli
3 opal

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

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
3 opal
topaz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / blue

When wielded/worn:
Defense:
+4
When used to imbue an object:
Defense:
+4
topaz
5 emerald

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Changes resistances:
+6% all
When used to imbue an object:
Changes resistances:
+6% all
5 emerald
honey tree root

The severed end of one of a honey tree's roots. It wriggles around occasionally, seemingly unwilling to admit that it's dead... and a *plant*.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

honey tree root
orc heart

The heart of an orc. Perhaps surprisingly, it isn't green.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

orc heart
ritch stinger

A ritch stinger, still glistening with venom.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

ritch stinger
vial of squid ink

Thick, black and opaque.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

vial of squid ink
Summertide Phial

A small crystal phial that captured Sunlight during the Summertide.

Infused by nature
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+4
It can be used to call light, costing 10 power out of 15/15.
Summertide Phial
Crystal Focus

This crystal radiates the power of the Spellblaze itself.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

It can be used to combine with a weapon, costing 1 power out of 1/1.
Crystal Focus
garnet

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Changes damage:
+6% all
When used to imbue an object:
Changes damage:
+6% all
garnet
Transmogrification Chest

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.

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), costing 0 power out of 1000/1000.
Transmogrification Chest
3 amethyst

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / violet

When wielded/worn:
Changes damage:
+4% all
When used to imbue an object:
Changes damage:
+4% all
3 amethyst
Rod of Annulment

You can feel magic draining out around this rod. Even nature itself seems affected.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30.
Rod of Annulment
Rod of Recall (1/1)

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: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 267/400.
Rod of Recall (1/1)
3 quartz

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Stun/Freeze immunity:
+30%
When used to imbue an object:
Stun/Freeze immunity:
+30%
3 quartz

Last Messages

There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
There is a next level here (press '<', '>' or right click to use).
You are yanked out of this place!

Saving done.

There is a teleportation circle to the surface here (press '<', '>' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.

Saving done.

Saving game...

There is a teleportation circle to the surface here (press '<', '>' or right click to use).
Saving done.

There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '<', '>' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.

Saving done.