Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Everything is Unique! 1.3.1Bite-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. Items Vault 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Ashes of Urh'Rok 1.4.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 24 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Aerothra the rogue at level 10 on the 3rd Summertide 122nd year of Ascendancy at 03:09 / 7Killed by Ikodeenz the dwarf at level 11 on the 17th Dusk 122nd year of Ascendancy at 07:40 Killed by Ikodeenz the dwarf at level 11 on the 17th Dusk 122nd year of Ascendancy at 07:58 Killed by Abyo the thalore at level 23 on the 43rd Dusk 122nd year of Ascendancy at 08:33 Killed by Abyo the thalore at level 23 on the 43rd Dusk 122nd year of Ascendancy at 08:55 Killed by Usdera the dwarf at level 23 on the 43rd Dusk 122nd year of Ascendancy at 09:52 Killed by Aneyr the human at level 24 on the 43rd Dusk 122nd year of Ascendancy at 12:15 |
Primary Stats
| Strength | 50 (base 31) |
| Dexterity | 53 (base 35) |
| Constitution | 32 (base 24) |
| Magic | 13 (base 10) |
| Willpower | 19 (base 16) |
| Cunning | 54 (base 48) |
Resources
| Life | 622/622 |
| Stamina | 92/92 |
| Healing Factor | 1.11 |
| Regeneration | 5.9653221524109 |
Speed
| Mental | +40.297827912734% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 53 |
| Crit Chance | 0% |
| APR | 16 |
| Speed | 0.57 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 30.2 (93.924050632911%) |
| Defense | 28 |
| Ranged Defense | 30 |
| Fatigue | 24 |
| Physical Save | 33 |
| Spell Save | 22 |
| Mental Save | 26 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Taints | Effective talent level: 1.0 Taint: ReaperUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Charge yourself with death for 8 turns. Everytime a creature dies you draw energy from it and regain 16 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 16 but decreases your spell save by 16. Scales with Taintmarks, which will increase when you inscribe a Taint. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 336 damage for 4 turns. Its effects scale with your Cunning stat. |
| Taints | Effective talent level: 1.0 Taint: InversionUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 8 turns. You gain 40% damage affinity all and 40% of all damage you do is converted into healing. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Archery excellence | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Rapid Shot |
| talent | Slow Motion |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+17). Continuum Destabilization |
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 |
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 have explored the Maze and vanquished the Minotaur. * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' | 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 |
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 'Yvutha' (15 def, 1 armour) pair of rough leather boots 'Yvutha' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+8 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 4 arcane Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% mind / +3% arcane It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 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 29% chance to completely evade them and granting you 17 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | Bogglamour (24/24, 140% power, 10 apr) Bogglamour (24/24, 140% power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 24 On weapon hit: * 20% chance to blind * Slows global speed by 20% * 10% chance to knock the target back Damage (Ranged): +20 physical / +8 darkness / +8 light / +8 cold Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 cold Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
| Light source | Obsidiantrencher the brass lantern Obsidiantrencher the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid Physical save: +5 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. |
| On head | hardened leather cap 'Crackleglean' (0 def, 3 armour) hardened leather cap 'Crackleglean' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 acid Changes stats: +4 Con Changes resistances: +6% lightning Changes damage: +3% acid A cap made of leather. |
| Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
| On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
| Around waist | Glintwilter GlintwilterInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +3% mind / +9% light Changes resistances penetration: +20% mind Physical save: +7 (+4 eff.) Maximum life: +31.00 Size category: +1 A belt that goes around your waist. |
| In main hand | yew longbow of fire yew longbow of fireRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 fire When wielded/worn: Changes damage: +11% fire Longbows are used to shoot arrows at your foes. |
| On hands | alchemist's rough leather gloves of archery (0 def, 1 armour) alchemist's rough leather gloves of archery (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 cold / 4 lightning Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 8 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Polotira the Glintransom (3 def, 7 armour) Polotira the Glintransom (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes resistances: +16% acid / +6% light Changes damage: +6% light Light radius: +3 A suit of armour made of metal plates. |
| Cloak | 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 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
biting gale rune of the titan (68 cold damage; 39 apply power) biting gale rune of the titan (68 cold damage; 39 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 68.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 39. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 10; power 28; dur 5) phase door rune of the warrior (range 10; power 28; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 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 Longbows are used to shoot arrows at your foes. |
Layura the Umbrablow (0 def, 4 armour) Layura the Umbrablow (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +4 Dex Changes damage: +3% darkness Only die when reaching: -40.00 life It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chalotorim (0 def, 1 armour) Chalotorim (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Dex / +2 Mag / +5 Cun / +2 Con Changes resistances: +3% acid / +6% light / +6% darkness Changes damage: +6% acid / +9% blight Talent cooldown: Double Strike (-1 turn) Physical save: +18 (+8 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +22% Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 35.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchedge the rough leather gloves (0 def, 9 armour) Pitchedge the rough leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +9 Changes stats: +3 Dex Changes damage: +3% darkness Pinning immunity: +10% Mana each turn: +0.13 Only die when reaching: -60.00 life Spellpower: +6 (+4 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of butchering (0 def, 1 armour) restful rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +1 Changes resistances: +7% blight Spell save: +8 (+4 eff.) Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel plate armour 'Yaridar' (5 def, 11 armour) dwarven-steel plate armour 'Yaridar' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 13 physical Changes stats: +5 Str / +5 Mag / +7 Wil / +3 Cun Changes resistances: +13% lightning / +23% fire / +6% blight Changes resistances penetration: +5% mind Maximum hate: +4.00 Spellpower: +16 (+9 eff.) Spell crit. chance: +7% Mindpower: +21 (+11 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
quiver of ash arrows of wind (17/17, 118% power, 7 apr) quiver of ash arrows of wind (17/17, 118% power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elm arrows of daylight (17/17, 110% power, 5 apr) self-loading quiver of elm arrows of daylight (17/17, 110% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Turns elapse between self-loadings: 5 Damage (Ranged): +6 light Damage against: +6% Undead Arrows are used with bows to pierce your foes to death. |
73 alchemist agate 73 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Huryneg the Unlightspawn (16/16, 144% power, 3 apr) Huryneg the Unlightspawn (16/16, 144% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +13.0% Capacity: 16 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to stun, blind, pin, or confuse the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +10 lightning / +11 temporal / +10 physical Burst (radius 1) on hit: +8 mind / +12 darkness Shots are used with slings to pummel your foes to death. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Achievements
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By George the Skeleton Archer level 10
2nd Summertide 122nd year of Ascendancy at 16:19 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By George the Skeleton Archer level 20
29th Dusk 122nd year of Ascendancy at 09:05 see stats
Rescuer of the lost (Exploration mode) (Uniques)
Rescued the merchant from the assassin lord.By George the Skeleton Archer level 11
3rd Summertide 122nd year of Ascendancy at 06:38 see stats
The secret city (Exploration mode) (Uniques)
Discovered the truth about mages.By George the Skeleton Archer level 12
27th Dusk 122nd year of Ascendancy at 00:18 see stats
Log
Rested for 29 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
George wears (replacing Chalotorim (0 def, 1 armour)): alchemist's rough leather gloves of archery (0 def, 1 armour).
You gain 2.96 gold from the transmogrification of shocking stralite shield of fire resistance (+18%) (10 def, 2 armour, 142 block).
You gain 15.61 gold from the transmogrification of rejuvenating stralite mail armour of command (13 def, 15 armour).
You gain 2.22 gold from the transmogrification of naturalist's dwarven-steel gauntlets of magic (+4) (0 def, 2 armour).
You gain 1.83 gold from the transmogrification of spellwoven silk robe of darkness (+21%) (3 def, 0 armour).
You gain 0.76 gold from the transmogrification of mindwoven silk robe (3 def, 0 armour).
You gain 2.83 gold from the transmogrification of yew starstaff of power (120% power, 4 apr, darkness element).
You gain 5.76 gold from the transmogrification of elven-wood magestaff of greater warding (129% power, 5 apr, fire element).
You gain 3.55 gold from the transmogrification of steady hardened leather sling of dampening.
You gain 5.15 gold from the transmogrification of balanced stralite longsword of projection (139% power, 5 apr).
You gain 12.16 gold from the transmogrification of Zubirin the dwarven-steel longsword (125% power, 4 apr).
You gain 1.63 gold from the transmogrification of arcing dwarven-steel dagger (113% power, 7 apr).
You gain 8.23 gold from the transmogrification of heroism infusion of the duelist (+12 for 11 turns, die at -721).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Saving game...
George deactivates Rapid Shot.
George deactivates Crippling Poison.
George deactivates Slow Motion.
George deactivates Numbing Poison.
