










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 17 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Porawyn the green ooze at level 16 on the 59th Haze 122nd year of Ascendancy at 03:42 3 / 3Killed by corrupted sandworm at level 17 on the 60th Haze 122nd year of Ascendancy at 02:21 Killed by Tharchoor at level 17 on the 60th Haze 122nd year of Ascendancy at 02:28 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 51 (base 43) |
| Constitution | 13 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | 427/427 |
| Stamina | 183/183 |
| Equilibrium | 0 |
| Healing Factor | 1.1745901639344 |
| Regeneration | 4.404713114754 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 30.004149834542 |
| See Invisible | 30.004149834542 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 55 |
| Crit Chance | 1% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Lightning | +5% |
| Mind | +7% |
| Temporal | +11% |
| Blight | +14% |
| Physical | +11% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +11% |
| Nature | +10% |
| Temporal | +9% |
Defense: Base
| Armour (hardiness) | 32.511077022655 (88.454810495627%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 25 |
| Physical Save | 22 |
| Spell Save | 16 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 23%( 70%) |
| Cold | + 6%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 7%( 70%) |
| Fire | + 7%( 70%) |
| Lightning | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 110 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| 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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 'Scabhue' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A pair of boots made of leather. |
| Quiver | deadly quiver of elm arrows of wind (18/18, 21.5-30.1 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chichak the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +5% cold +6% fire Max.HP +30.00 Heal.mod +15% A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of psychoportation [power 37] (26/30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Rings can have magical properties. |
| On fingers | wizard's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +4 (+4 eff.) Rings can have magical properties. |
| Around waist | hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | warden's yew longbow of recursion4.0 T3 longbow 2H weapon [Ego++] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: 10% Shoot 1 While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% physical +11% temporal Res.pen +11% physical +9% temporal ---------- misc Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
| On hands | Lisuredavea the hardened leather gloves (0 def, 6 armour)1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 7 lightning 7 acid Dmg.mod +5% lightning +4% acid ----- def ----- Armour +6 Resists +5% lightning +6% acid Max.HP +20.00 ---------- misc Stam/turn +0.20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating dwarven-steel plate armour of resilience (5 def, 11 armour)17.0 T3 massive armor [Ego] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Max.HP +20.00 HP.reg +3.50 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
| Cloak | Runygas (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +1 Cun dps ---------- Spell.crit +1% Spell.pwr +4 (+2 eff.) S.pwr/crit +2 Dmg.mod +3% blight ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +12% darkness Blind- +21% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 51)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 51 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (600% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
savior's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +7 (+3 eff.) Spell.save +9 (+6 eff.) Mind.save +8 (+5 eff.) Rings can have magical properties. |
arcing dwarven-steel battleaxe (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
mighty elm longbow4.0 T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
ranger's cured leather sling of nature4.0 T2 sling 1H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +12 nature While equipped: Stats +2 Dex dps ---------- Res.pen +8% nature ----- def ----- Resists +4% all Slings are used to hurl stones or metal shots at your foes. |
Eremondil the dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +16 blight While equipped: Stats +9 Wil +5 Mag dps ---------- Spell.crit +15% Spell.pwr +37 (+18 eff.) Dmg.mod +9% blight +30% fire ---------- misc Max.mana +66.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 22.35 to 26.82 fire damage in a radius 6 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
hateful steel waraxe (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
cashmere robe of the mind (+12%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glarestrider (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +9% light ---------- misc Light +2 A cap made of leather. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +10% nature +12% blight A suit of armour made of mail. |
quiver of ash arrows of amnesia (17/17, 22-30.8 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows (25/25, 12-16.8 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 12.0 - 16.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 25 Ranged+ +15 lightning On Crit.r2 +9 lightning Arrows are used with bows to pierce your foes to death. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 65.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 65.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 89.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
overpowered steel torque of mindblast [power 205] (26/9 cooldown)2.0 T2 torque charm [Ego+] Psionic Fire a blast of psionic energies in a range 7 beam dealing 102.50 to 205.00 mind damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tharchoor the Thalore Archer level 9
3rd Summertide 122nd year of Ascendancy at 01:47 see stats
Exterminator
Killed 1000 creatures.By Tharchoor the Thalore Archer level 16
57th Haze 122nd year of Ascendancy at 10:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tharchoor the Thalore Archer level 15
49th Haze 122nd year of Ascendancy at 22:16 see stats
Level 10
Got a character to level 10.By Tharchoor the Thalore Archer level 10
9th Flare 122nd year of Ascendancy at 01:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tharchoor the Thalore Archer level 12
51st Dusk 122nd year of Ascendancy at 08:31 see stats
The Arena
Unlocked Arena mode.By Tharchoor the Thalore Archer level 8
6th Mirth 122nd year of Ascendancy at 13:09 see stats
The secret city
Discovered the truth about mages.By Tharchoor the Thalore Archer level 8
4th Mirth 122nd year of Ascendancy at 23:53 see stats
Log
Drop some of your items.
Tharchoor uses Nature's Touch.
Corrupted sandworm's Netherblast hits Tharchoor for 68 temporal damage.
Tharchoor the level 17 thalore archer was replaced by a time clone (and no one ever knew the difference) to death by corrupted sandworm on level 4 of Sandworm lair.
You have 3 life(s) left.
Tharchoor regains their strength.
You are no longer encumbered.
Tharchoor deactivates Venomous Ammunition.
Tharchoor seems more focused.
Tharchoor is not stunned anymore.
Tharchoor is free of the entropy.
Tharchoor's whispers fade.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Corrupted sandworm's Netherblast killed Tharchoor!
Resting starts...
Talent Called Shots is ready to use.
Talent Steady Shot is ready to use.
Talent Fragmentation Shot is ready to use.
Talent Dig is ready to use.
Talent Explosive Shot is ready to use.
Talent Headshot is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Saving done.
Saving game...



























































































