Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.2.5Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Archer |
Level / Exp | 11 / 82% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 11 on the 7th Flare 122nd year of Ascendancy at 01:37 / 1 |
Primary Stats
Strength | 27 (base 24) |
Dexterity | 22.627332183687 (base 36) |
Constitution | 1.1224365190163 (base 10) |
Magic | 11 (base 10) |
Willpower | 14 (base 10) |
Cunning | 12 (base 12) |
Resources
Life | -36/273 |
Mana | 165/180 |
Stamina | 109/120 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 32.490703353687 |
Speed
Mental | -28.571428571429% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 59 |
Accuracy | 51 |
Crit Chance | 51% |
APR | 44 |
Speed | 1.12 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 14.6 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 14.73 (48.103448275862%) |
Defense | 13.41956626429 |
Ranged Defense | 13.41956626429 |
Fatigue | 0 |
Physical Save | 19.842852781656 |
Spell Save | 14.75 |
Mental Save | 22.55 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Stun Resistance | 20% |
Blind Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 155 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery excellence | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Aim |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its dexterity by 14 and doing 25.93 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 57.37 blight damage per turn. Rotting Disease |
beneficial effect | A flow of life spins around the target, regenerating 28.59 life per turn. Regeneration |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | [vs. Boltwrest the pair of rough leather boots (0 def, 1 armour) (On feet)] Boltwrest the pair of rough leather boots (0 def, 1 armour)Boltwrest the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to daze Damage (Melee): 0(-30) item lightning daze Changes resistances: +5%(-) cold / +5%(-) fire A pair of boots made of leather. |
Quiver | [vs. quiver of ash arrows (16/20, 22.5-31.5 power, 7 apr) (Quiver, 1 of 2)] quiver of ash arrows (16/20, 22.5-31.5 power, 7 apr)quiver of ash arrows (16/20, 22.5-31.5 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (-) Physical crit. chance: +1.5% (-) Capacity: 20 (-) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
On hands | [vs. steady rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] steady rough leather gloves of strength (+2) (0 def, 1 armour)steady rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Physical power: +5 (+1 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Physical save: +5 (+5 eff.) (-) Mental save: +5 (+2 eff.) (-) Disarm immunity: +21% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. steel torque of mindblast 'Betirenor' [power 97] (5 cooldown) (Tool)] steel torque of mindblast 'Betirenor' [power 97] (5 cooldown)steel torque of mindblast 'Betirenor' [power 97] (5 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Fatigue: -8% (-) Maximum wards: +2(-) physical / +2(-) mind / +2(-) darkness Talents cooldown: Telekinetic Blast (+5(-) turn) Talents granted: +2.00(-) Telekinetic Blast +1.00(-) Ward Maximum life: +20.00 (-) It can be used to fire a blast of psionic energies in a range 6 beam (dam 48-97), putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. mule's copper ring of sensing (On fingers, 1 of 2)] mule's copper ring of sensingmule's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +21 (-) Blindness immunity: +20% (-) Infravision radius: +3 (-) See stealth: +7 (-) See invisible: +6 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. mule's copper ring of sensing (On fingers, 1 of 2)] psionicist's copper ring of perseverancepsionicist's copper ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Wil Maximum encumbrance: +0 (-21) Mental save: +6 (+3 eff.) Blindness immunity: +0% (-20%) Stun/Freeze immunity: +20% Life regen: +0.80 Infravision radius: +0 (-3) See stealth: +0 (-7) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] 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 | [vs. elm longbow of true flight (In main hand, 1 of 2)] elm longbow of true flightelm longbow of true flight Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +7 (-) When wielded/worn: Accuracy: +6 (+2 eff.) (-) Physical crit. chance: +5.0% (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
Main armor | [vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] steel mail armour 'Infernomight' (2 def, 6 armour)steel mail armour 'Infernomight' (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-) Fatigue: +14% (-) Damage when hit (Melee): 16(-) fire Changes resistances: +17%(-) fire Changes damage: +3%(-) darkness A suit of armour made of mail. |
Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +4 (-) 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. |
Cloak | [vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)] enveloping linen cloak of protection (7 def, 0 armour)enveloping linen cloak of protection (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (-) Physical save: +5 (+5 eff.) (-) Spell save: +6 (+6 eff.) (-) Mental save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. 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. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 161 over 5 turns)] (on body)] regeneration infusion of the sneak (heal 108 over 5 turns)regeneration infusion of the sneak (heal 108 over 5 turns) 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 108(-34) life over 5(-) turns. Its effects scale with your -Dexterity, +Cunning 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. |
[vs. Infusion: Wild (on body)] wild infusion of the sneak (resist 11%; cure mental, magical)wild infusion of the sneak (resist 11%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the titan (10 nature damage, 20% healing reduction)insidious poison infusion of the titan (10 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.32 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the titan (622% regen over 10 turns; 31 instant mana)manasurge rune of the titan (622% regen over 10 turns; 31 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 622% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 104 for 3 turns)shielding rune (absorb 104 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 104 damage for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 35)teleportation rune of the sneak (range 35) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Feathersteel Amulet (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Maximum encumbrance: +0 (-20) Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Movement speed: +0% (-20%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. mule's copper ring of sensing (On fingers, 1 of 2)] psionicist's copper ringThis item will automatically be transmogrified when you leave the level. psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Wil Maximum encumbrance: +0 (-21) Mental save: +6 (+3 eff.) Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-7) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] iron battleaxe (16.5-24.75 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe (16.5-24.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8(+16.5 - +24.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] steel greatmaul (30.5-45.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (30.5-45.75 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8(+30.5 - +45.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] arcing iron longsword of massacre (18-25.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. arcing iron longsword of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2(+18.0 - +25.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] acidic iron mace (12-16.8 power, 2 apr)This item will automatically be transmogrified when you leave the level. acidic iron mace (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8(+12.0 - +16.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] nature's mossy mindstar (3-3.3 power, 12 apr, mind damage)This item will automatically be transmogrified when you leave the level. nature's mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+3.0 - +3.3) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 (+2 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] nature's vined mindstar of life (6-6.6 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. nature's vined mindstar of life (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(+6.0 - +6.6) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes resistances: +3% blight Changes damage: +2% nature Disease immunity: +10% Life regen: +0.70 Maximum life: +15.00 Mindpower: +4 (+4 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. elm longbow of true flight (In main hand, 1 of 2)] elm longbow of coldelm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +6 (-1) Damage (Ranged): +6 cold When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes damage: +8% cold Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+1 eff.) (-1 (-1 eff.)) Fatigue: +6% (-8%) Damage when hit (Melee): 0(-16) fire Changes resistances: +0%(-17%) fire Changes damage: +0%(-3%) darkness A suit of armour made of leather. |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+1 eff.) (-1 (-1 eff.)) Fatigue: +6% (-8%) Damage when hit (Melee): 0(-16) fire Changes resistances: +0%(-17%) fire Changes damage: +0%(-3%) darkness A suit of armour made of leather. |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] spiked rough leather armour of lightning resistance (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+1 eff.) (-1 (-1 eff.)) Fatigue: +6% (-8%) Damage when hit (Melee): 0(-16) fire / 11 physical Changes resistances: +15% lightning / +0%(-17%) fire Changes damage: +0%(-3%) darkness A suit of armour made of leather. |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] spiked cured leather armour of lightning resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +7% (-7%) Damage when hit (Melee): 0(-16) fire / 11 physical Changes resistances: +17% lightning / +0%(-17%) fire Changes damage: +0%(-3%) darkness A suit of armour made of leather. |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-2%) Damage when hit (Melee): 0(-16) fire Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10%(-7%) fire / +10% darkness / +10% blight Changes damage: +0%(-3%) darkness Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. steel mail armour 'Infernomight' (2 def, 6 armour) (Main armor)] Thalore-Wood Cuirass (4 def, 12 armour)Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (+6) Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +14% (-) Damage when hit (Melee): 0(-16) fire Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +0%(-17%) fire / +18% cold / +18% darkness / +18% nature Changes damage: +0%(-3%) darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
[vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)] linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-6 (-6 eff.)) Physical save: +0 (+0 eff.) (-5 (-5 eff.)) Spell save: +0 (+0 eff.) (-6 (-6 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)] resilient linen cloak of the Shaloren (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. resilient linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-6 (-6 eff.)) Changes stats: +1 Wil / +2 Mag Physical save: +0 (+0 eff.) (-5 (-5 eff.)) Spell save: +0 (+0 eff.) (-6 (-6 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Boltwrest the pair of rough leather boots (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% (-) Damage (Melee): 0(-30) item lightning daze Changes resistances: +0%(-5%) cold / +0%(-5%) fire Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
[vs. Boltwrest the pair of rough leather boots (0 def, 1 armour) (On feet)] miner's pair of iron boots (0 def, 7 armour)This item will automatically be transmogrified when you leave the level. miner's pair of iron boots (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+6) Fatigue: +2% (+1%) Damage (Melee): 0(-30) item lightning daze Changes resistances: +0%(-5%) cold / +0%(-5%) fire Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. steady rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] iron gauntlets of dexterity (+2) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) (+4 (+1 eff.)) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +1 (-) Changes stats: +0(-2) Str / +2 Dex Physical save: +0 (+0 eff.) (-5 (-5 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-21%) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating rough leather cap (0 def, 1 armour)insulating rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +5% fire A cap made of leather. |
5 agate 5 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
4 citrine 4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
aquamarine 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. |
opal 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)] bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +4 (-) 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. |
[vs. steel torque of mindblast 'Betirenor' [power 97] (5 cooldown) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Defense: +5 (+5 eff.) Fatigue: +0% (+8%) Changes stats: +5 Lck Maximum wards: +0(-2) physical / +0(-2) mind / +0(-2) darkness Talent cooldown: Telekinetic Blast ((+0(-5) turn) Talents granted: +0(+-2) Telekinetic Blast +0(+-1) Ward Trap disarming bonus: +5 Maximum life: +0.00 (-20.00) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
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 after 40 turns, 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. |
Achievements
By Gelaith the Higher Archer level 10
9th Mirth 122nd year of Ascendancy at 20:54 see stats
By Gelaith the Higher Archer level 10
1st Summertide 122nd year of Ascendancy at 20:46 see stats
By Gelaith the Higher Archer level 10
1st Flare 122nd year of Ascendancy at 05:38 see stats
Log
The shield around Gelaith crumbles.
Gelaith reflects damage back to Elven cultist!
Rotting Disease from Elven cultist hits Gelaith for (68 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Elven cultist hits Gelaith for (28 absorbed), 2 blight (2 total damage).
Gelaith hits Elven cultist for 68 reflected, 28 reflected (98 total damage).
Elven cultist casts Rune: Shielding.
A shield forms around elven cultist.
Elven cultist misses Gelaith.
Talent Steady Shot is ready to use.
Rotting Disease from Elven cultist hits Gelaith for 68 blight damage.
Decrepitude Disease from Elven cultist hits Gelaith for 31 blight damage.
Gelaith shoots!
Gelaith performs a ranged critical strike against Elven cultist!
Gelaith's Shoot hits Elven cultist for (118 absorbed), 0 physical (0 total damage).
Rotting Disease from Elven cultist hits Gelaith for 57 blight damage.
Decrepitude Disease from Elven cultist hits Gelaith for 25 blight damage.
Elven cultist casts Timeless.
Gelaith uses Steady Shot.
Gelaith performs a ranged critical strike against Elven cultist!
The shield around elven cultist crumbles.
Gelaith's Steady Shot hits Elven cultist for (27 absorbed), 259 physical (259 total damage).
Gelaith's Steady Shot killed Elven cultist!
Rotting Disease from Elven cultist hits Gelaith for 57 blight damage.
Decrepitude Disease from Elven cultist hits Gelaith for 25 blight damage.
Gelaith uses Infusion: Regeneration.
Gelaith starts regenerating health quickly.
Saving game...