Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 37 / 55% |
Size | medium |
Lifes / Deaths | Killed by Bethowen the white wolf at level 22 on the 79th Regrowth 123rd year of Ascendancy at 17:36 0 / 9Killed by worm that walks at level 23 on the 16th Pyre 123rd year of Ascendancy at 05:00 Killed by orc pyromancer at level 36 on the 22nd Pyre 124th year of Ascendancy at 10:32 Killed by Num.430 at level 37 on the 28th Pyre 124th year of Ascendancy at 20:02 Killed by Xeruwyn the dread at level 37 on the 28th Pyre 124th year of Ascendancy at 21:18 Killed by skeleton warrior at level 37 on the 28th Pyre 124th year of Ascendancy at 22:37 Killed by armoured skeleton warrior at level 37 on the 28th Pyre 124th year of Ascendancy at 23:22 Killed by Xeruwyn the dread at level 37 on the 28th Pyre 124th year of Ascendancy at 23:43 Killed by Xeruwyn the dread at level 37 on the 28th Pyre 124th year of Ascendancy at 23:50 |
Primary Stats
Strength | 55 (base 31) |
Dexterity | 120 (base 60) |
Constitution | 68 (base 60) |
Magic | 18 (base 10) |
Willpower | 19 (base 10) |
Cunning | 44 (base 12) |
Resources
Life | -186/1079 |
Stamina | 246/246 |
Healing Factor | 1.15 |
Regeneration | 6.3407838817691 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -30% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
ESP Range | 20 |
ESP Kinds | horror |
Offense: Mainhand
Damage | 165 |
Accuracy | 82 |
Crit Chance | 35% |
APR | 29 |
Speed | 1.14 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 12% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 26.95 |
Crit Chance | 12% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 17.766666666667 (30%) |
Defense | 44.566666666667 |
Ranged Defense | 59.566666666667 |
Fatigue | 13 |
Physical Save | 37.7875 |
Spell Save | 39.9875 |
Mental Save | 24.2875 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 351 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery - bows | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The target has been splashed with acid, taking 9.23 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 281. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed xorn fragment. * You've found the needed faerlhing fang. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of drakeskin leather boots 'Rheraneg' (5 def, 11 armour) pair of drakeskin leather boots 'Rheraneg' (5 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Cut immunity: +10% A pair of boots made of leather. |
Quiver | psychokinetic quiver of elven-wood arrows of crippling (10/17, 46-64.4 power, 14 apr) psychokinetic quiver of elven-wood arrows of crippling (10/17, 46-64.4 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +11.5% Capacity: 17 On weapon hit: * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +31 physical Arrows are used with bows to pierce your foes to death. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 97/150) : Effective talent level: 4.0 Power cost: 72 out of 97/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 13.20 cold damage and 17.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Branerain the cashmere wizard hat (2 def, 0 armour) Branerain the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes damage: +14% arcane / +6% physical Critical mult.: +3.00% Maximum mana: +28.00 Maximum stamina: +15.00 A pointy cloth hat, very wizardly... |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+5 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | stralite ring 'Zirab' stralite ring 'Zirab'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Cun / +8 Dex Changes resistances: +3% acid / +29% nature / +6% darkness Changes resistances penetration: +10% mind Changes damage: +13% nature Life regen: +1.20 Maximum life: +51.00 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
On fingers | sneakthief's stralite ring of pilfering sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Changes stats: +8 Cun / +8 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 40 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | keeper's elven-wood longbow of true flight keeper's elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +8% temporal / +7% physical Changes damage: +8% temporal / +20% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | nimble drakeskin leather armour of the void (14 def, 8 armour) nimble drakeskin leather armour of the void (14 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+5 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +8% Damage (Melee): 6 darkness Damage (Ranged): 7 darkness Changes stats: +3 Dex Changes resistances: +13% darkness / +18% temporal Movement speed: +20% Defense after a teleport: +20 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
Cloak | murderer's cashmere cloak of Eldoral (2 def, 0 armour) murderer's cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 1.6 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 59.99 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of speed (0 def, 4 armour)pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
15 lapis lazuli 15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
14 emerald 14 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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 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. |
13 quartz 13 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Num.430 the Skeleton Archer level 32
11st Haze 123rd year of Ascendancy at 00:53 see stats
By Num.430 the Skeleton Archer level 36
22nd Pyre 124th year of Ascendancy at 05:08 see stats
By Num.430 the Skeleton Archer level 31
63rd Dusk 123rd year of Ascendancy at 04:02 see stats
By Num.430 the Skeleton Archer level 35
14th Pyre 124th year of Ascendancy at 12:41 see stats
By Num.430 the Skeleton Archer level 35
11st Pyre 124th year of Ascendancy at 00:49 see stats
By Num.430 the Skeleton Archer level 33
4th Decay 123rd year of Ascendancy at 14:14 see stats
By Num.430 the Skeleton Archer level 25
39th Pyre 123rd year of Ascendancy at 19:32 see stats
By Num.430 the Skeleton Archer level 11
32nd Haze 122nd year of Ascendancy at 19:33 see stats
By Num.430 the Skeleton Archer level 36
27th Pyre 124th year of Ascendancy at 16:01 see stats
By Num.430 the Skeleton Archer level 33
6th Decay 123rd year of Ascendancy at 10:52 see stats
By Num.430 the Skeleton Archer level 15
62nd Haze 122nd year of Ascendancy at 13:33 see stats
By Num.430 the Skeleton Archer level 37
27th Pyre 124th year of Ascendancy at 17:40 see stats
By Num.430 the Skeleton Archer level 15
54th Haze 122nd year of Ascendancy at 11:00 see stats
By Num.430 the Skeleton Archer level 10
48th Dusk 122nd year of Ascendancy at 17:13 see stats
By Num.430 the Skeleton Archer level 20
67th Regrowth 123rd year of Ascendancy at 00:14 see stats
By Num.430 the Skeleton Archer level 30
58th Dusk 123rd year of Ascendancy at 15:35 see stats
By Num.430 the Skeleton Archer level 24
32nd Pyre 123rd year of Ascendancy at 03:09 see stats
By Num.430 the Skeleton Archer level 20
68th Regrowth 123rd year of Ascendancy at 05:49 see stats
By Num.430 the Skeleton Archer level 34
6th Decay 123rd year of Ascendancy at 14:25 see stats
By Num.430 the Skeleton Archer level 4
10th Dusk 122nd year of Ascendancy at 07:04 see stats
By Num.430 the Skeleton Archer level 7
16th Dusk 122nd year of Ascendancy at 16:12 see stats
By Num.430 the Skeleton Archer level 12
48th Haze 122nd year of Ascendancy at 23:18 see stats
By Num.430 the Skeleton Archer level 28
2nd Summertide 123rd year of Ascendancy at 12:23 see stats
By Num.430 the Skeleton Archer level 17
5th Regrowth 123rd year of Ascendancy at 10:23 see stats
By Num.430 the Skeleton Archer level 37
28th Pyre 124th year of Ascendancy at 23:43 see stats
By Num.430 the Skeleton Archer level 30
62nd Dusk 123rd year of Ascendancy at 10:41 see stats
Log
Num.430 resists the baneful energy!
Xeruwyn the dread uses Disarming Trap.
Will o' the wisp misses Num.430.
Num.430 shoots!
Num.430 performs a ranged critical strike against Will o' the wisp!
Num.430's Shoot hits Will o' the wisp for 157 physical, 17 physical, 2 darkness (176 total damage).
Talent Steady Shot is ready to use.
Xeruwyn the dread uses Dual Strike.
Xeruwyn the dread performs a melee critical strike against Num.430!
Num.430 is crippled.
Num.430 is stunned!
Xeruwyn the dread performs a melee critical strike against Num.430!
Num.430 is covered in acid!
Xeruwyn the dread hits Num.430 for 302 physical, 36 lightning, 358 physical, 7 acid (702 total damage).
Num.430 hits Xeruwyn the dread for 6 physical, 2 physical (8 total damage).
Num.430 shoots!
Num.430's Shoot hits Will o' the wisp for 35 physical, 6 physical, 1 darkness (41 total damage).
Will o' the wisp explodes! Num.430 is enveloped in frost.
Will o' the wisp hits Num.430 for 303 cold damage.
Acid Splash from Xeruwyn the dread hits Num.430 for 10 acid damage.
Xeruwyn the dread casts Create Minions.
Num.430 shoots!
Num.430's Shoot hits Skeleton warrior for 95 physical, 14 physical, 2 darkness (111 total damage).
Acid Splash from Xeruwyn the dread hits Num.430 for 10 acid damage.
Xeruwyn the dread uses Catapult Trap.
Xeruwyn the dread performs a melee critical strike against Num.430!
Saving game...