Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 28 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Cail the thalore at level 6 on the 2nd Flare 122nd year of Ascendancy at 07:26 3 / 4Killed by radiant horror at level 28 on the 13rd Haze 122nd year of Ascendancy at 07:00 Killed by Bethara the copperhead snake at level 28 on the 13rd Haze 122nd year of Ascendancy at 07:53 Killed by BoneBow at level 28 on the 13rd Haze 122nd year of Ascendancy at 07:59 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 73 (base 48) |
| Constitution | 59 (base 55) |
| Magic | 23 (base 10) |
| Willpower | 47 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 844/844 |
| Stamina | 302/302 |
| Healing Factor | 1.44 |
| Regeneration | 12.245929155043 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 64 |
| Crit Chance | 9% |
| APR | 21 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.05 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 21.73 (48.103448275862%) |
| Defense | 23.525 |
| Ranged Defense | 24.525 |
| Fatigue | 18 |
| Physical Save | 26.45 |
| Spell Save | 32.8 |
| Mental Save | 26.375 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 269 damage for 4 turns. 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% 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 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 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 | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by BoneBow. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed xorn fragment. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
| Quiver | tundral quiver of yew arrows of gravity (19/19, 28.5-39.9 power, 10 apr) tundral quiver of yew arrows of gravity (19/19, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +8 gravity / +16 cold Burst (radius 2) on crit: +8 cold Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Shinearc' alchemist's lamp 'Shinearc'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +4 Str / +1 Mag / +10 Wil / +1 Cun / +1 Con Changes resistances: +6% light Changes damage: +8% mind / +6% light Critical mult.: +12.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating rough leather cap of dexterity (+3) (0 def, 1 armour) insulating rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% cold / +5% fire A cap made of leather. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Elarira ElariraPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +12 Wil / +12 Mag Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +14 (+7 eff.) Rings can have magical properties. |
| On fingers | Isiwe the Glinttrial Isiwe the GlinttrialPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 16% chance to blind Changes stats: +3 Con Changes resistances: +28% cold / +9% light / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +14% cold Spell save: +13 (+6 eff.) Maximum stamina: +28.00 Light radius: +1 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elm longbow of cold elm longbow of coldRequires: - 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 Damage (Ranged): +6 cold When wielded/worn: Changes damage: +10% cold Longbows are used to shoot arrows at your foes. |
| On hands | Loragahek (0 def, 9 armour) Loragahek (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Armour: +9 Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 8 physical Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +5% acid Changes damage: +6% physical Life regen: +3.20 Stamina each turn: +0.60 Psi each turn: +0.15 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Galequench the dwarven-steel mail armour (3 def, 8 armour) Galequench the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 lightning / 13 physical / 8 light / 20 fire Changes stats: +2 Wil Changes resistances: +14% blight / +9% fire / +16% darkness / +9% lightning Changes damage: +9% lightning Life regen: +1.60 Maximum life: +60.00 Light radius: +2 Healing mod.: +14% A suit of armour made of mail. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Skyquench the copper amulet Skyquench the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Str / +5 Dex / +5 Wil Changes resistances: +7% physical Changes damage: +18% lightning Life regen: +0.60 Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the titan (heal 196)healing infusion of the titan (heal 196) 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 and cleanse 1 wound and poison 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. mighty elm longbow of dexterity (+2)mighty elm longbow of dexterity (+2) 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: +6 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str / +3 Dex Changes resistances penetration: +12% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (27-37.8 power, 4 apr)dwarven-steel mace (27-37.8 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff 'Alyrodohek' (25-30 power, 5 apr, physical element)elven-wood starstaff 'Alyrodohek' (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 28 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +6% light Changes resistances penetration: +10% blight Changes damage: +3% arcane / +25% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +10 (+5 eff.) Blindness immunity: +5% Mana each turn: +0.34 Mana when firing critical spell: +1.00 Maximum mana: +219.00 Spellpower: +25 (+11 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short elven-wood vilestaff (25-30 power, 5 apr, darkness element)short elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of warding (20-24 power, 4 apr, cold element)yew magestaff of warding (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Maximum wards: +2 cold Changes damage: +20% cold Talents granted: +1 Command Staff +3 Ward Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted 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. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather beltnightruned hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% light / +7% darkness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. silk robe of protection (6 def, 3 armour)silk robe of protection (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Physical save: +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Satyrstake (3 def, 9 armour) Satyrstake (3 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 40% Changes resistances: +10% acid / +9% darkness / +23% fire / +3% nature / +8% cold Changes damage: +18% nature Allows you to breathe in: water Life regen: +5.90 Healing mod.: +16% A suit of armour made of leather. |
rough leather armour of the hero (1 def, 2 armour) rough leather armour of the hero (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Str / +3 Dex / +5 Mag / +4 Wil / +4 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield (10 def, 2 armour, 136 block)shocking stralite shield (10 def, 2 armour, 136 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 17 lightning Talent granted: +4 Block Handheld deflection devices. |
quiver of yew arrows of crippling (22/22, 36-50.4 power, 10 apr) quiver of yew arrows of crippling (22/22, 36-50.4 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +10.0% Capacity: 22 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of elven-wood arrows of accuracy (22/22, 46.5-65.1 power, 14 apr)self-loading quiver of elven-wood arrows of accuracy (22/22, 46.5-65.1 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
130 alchemist agate 130 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bloomsmash the brass lantern Bloomsmash the brass lanternInfused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Con Changes resistances: +6% blight / +6% nature Changes resistances penetration: +10% blight / +15% nature Changes damage: +6% blight Life regen: +2.00 Maximum life: +47.00 Light radius: +2 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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. |
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. |
5 ametrine 5 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. |
3 citrine 3 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. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Uniques)
Got a character to level 10.By BoneBow the Skeleton Archer level 10
5th Dusk 122nd year of Ascendancy at 14:49 see stats
Level 20 (Uniques)
Got a character to level 20.By BoneBow the Skeleton Archer level 20
28th Dusk 122nd year of Ascendancy at 00:07 see stats
The Arena (Uniques)
Unlocked Arena mode.By BoneBow the Skeleton Archer level 9
1st Dusk 122nd year of Ascendancy at 05:31 see stats
The secret city (Uniques)
Discovered the truth about mages.By BoneBow the Skeleton Archer level 18
16th Dusk 122nd year of Ascendancy at 04:57 see stats
Log
BoneBow casts Rune: Shielding.
A shield forms around BoneBow.
BoneBow uses Piercing Arrow.
Burning from Bethara the copperhead snake hits BoneBow for (16 absorbed), 0 fire (0 total damage).
Radiant horror casts Firebeam.
Radiant horror hits BoneBow for (100 absorbed), 0 fire (0 total damage).
Bethara the copperhead snake shoots!
BoneBow uses Strangling Shot.
Bethara the copperhead snake performs a ranged critical strike against BoneBow!
Your shield crumbles under the damage!
The shield around BoneBow crumbles.
Bethara the copperhead snake's Shoot hits BoneBow for (15 absorbed), 138 physical (138 total damage).
BoneBow the level 28 skeleton archer was tortured to death by Bethara the copperhead snake on level 2 of Tempest Peak.
You have 3 life(s) left.
BoneBow deactivates Intuitive Shots.
BoneBow stops burning.
BoneBow is no longer out of phase.
BoneBow deactivates Aim.
BoneBow deactivates Chant of Fortitude.
BoneBow is no longer pinned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Bethara the copperhead snake's Shoot killed BoneBow!
Talent Bull Shot is ready to use.
Talent Rune: Phase Door is ready to use.
Saving done.
Saving game...
