Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 30 / 96% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 7 on the 3rd Summertide 122nd year of Ascendancy at 16:59 0 / 7Killed by shadow at level 10 on the 7th Dusk 122nd year of Ascendancy at 03:12 Killed by Stoner at level 15 on the 80th Haze 122nd year of Ascendancy at 16:26 Killed by Xevena the master vampire at level 21 on the 6th Flare 123rd year of Ascendancy at 18:36 Killed by skeleton mage at level 24 on the 25th Dusk 123rd year of Ascendancy at 07:41 Killed by orc high pyromancer at level 29 on the 67th Dusk 124th year of Ascendancy at 01:31 Killed by orc high cryomancer at level 29 on the 67th Dusk 124th year of Ascendancy at 08:28 |
Primary Stats
| Strength | 32 (base 31) |
| Dexterity | 85 (base 60) |
| Constitution | 26 (base 13) |
| Magic | 12 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 69 (base 38) |
Resources
| Life | 624/624 |
| Stamina | 239/239 |
| Healing Factor | 1 |
| Regeneration | 0.84999999999999 |
Speed
| Mental | +62.41024410652% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 8 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 74 |
| Crit Chance | 30% |
| APR | 49 |
| Speed | 0.43 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 74 |
| Crit Chance | 27% |
| APR | 47 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.5 |
| Crit Chance | 35% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 39.125 |
| Ranged Defense | 39.125 |
| Fatigue | 0 |
| Physical Save | 24.5875 |
| Spell Save | 22.8875 |
| Mental Save | 42.241666666667 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 193 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -479 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Rapid Shot |
| talent | Numbing Poison |
| talent | Crippling Poison |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Emelubeth the ghoul. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Cyrunne the giant red ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +1. | done |
You failed to protect the temporal explorer from death by Xanimida the crimson crystal. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 184. | 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. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 within15 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 |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Blazeshaper (0 def, 4 armour) Blazeshaper (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +4 Dex Changes damage: +12% lightning / +9% fire Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 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. |
| Quiver | pouch of stralite shots of annihilation (20/20, 47-56.4 power, 11 apr) pouch of stralite shots of annihilation (20/20, 47-56.4 power, 11 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.0 - 56.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +11.5% Capacity: 20 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 Light radius: +6 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Corruptionobsidian the dwarven-steel helm (0 def, 4 armour) Corruptionobsidian the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Wil Changes resistances: +6% temporal / +3% darkness / +15% blight / +9% cold / +3% nature Mental save: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | radiant drakeskin leather gloves of archery (0 def, 3 armour) radiant drakeskin leather gloves of archery (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 Armour penetration: +7 Armour: +3 Damage (Melee): 12 light Changes stats: +2 Cun / +4 Dex Changes resistances: +5% light Changes damage: +3% light 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: 10 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. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | marksman's steel ring of pilfering marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 Armour penetration: +8 Defense: +9 Changes stats: +3 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | savage's stralite ring of misery savage's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to cause random insanity Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random insanity Damage (Ranged): 9 bleed Changes stats: +4 Cun / +4 Con Spell save: +13 Hate when firing a critical mind attack: +1.00 Maximum stamina: +21.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| Around neck | wanderer's gold amulet of perfection (0.20 Cunning / Dirty fighting,0.20 Technique / Combat training) wanderer's gold amulet of perfection (0.20 Cunning / Dirty fighting,0.20 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Talent masteries: +0.20 Cunning / Dirty fighting +0.20 Technique / Combat training Life regen: +0.60 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around waist | monstrous hardened leather belt of recklessness monstrous hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 Changes stats: +3 Str / +4 Con Critical mult.: +8.00% Physical save: +8 Size category: +1 A belt that goes around your waist. |
| In off hand | Vorunne (26-33.8 power, 9 apr) Vorunne (26-33.8 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 Changes resistances: +6% darkness Mental save: +20 Pinning immunity: +10% Teleport immunity: +10% Sharp, short and deadly. |
| Cloak | Fogspitter (2 def, 0 armour) Fogspitter (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 Armour penetration: +6 Defense: +2 Fatigue: -7% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +4 Wil / +6 Cun Changes damage: +3% lightning / +3% darkness Maximum life: +58.00 Maximum stamina: +21.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
teleportation rune of the sneak (range 151) teleportation rune of the sneak (range 151)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Salolaith the Flarestoker Salolaith the FlarestokerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +4.0% Damage when hit (Melee): 4 fire Changes stats: +7 Str / +9 Dex / +7 Mag / +9 Wil Changes resistances: +5% arcane Critical mult.: +16.00% Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +38.00 Light radius: +2 See invisible: +3 Amulets can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
reinforced leather armour 'Glorydherilaith' (12 def, 7 armour) reinforced leather armour 'Glorydherilaith' (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 Ranged Defense: +9 Fatigue: +8% Damage (Melee): 7 temporal Damage (Ranged): 6 temporal Changes stats: +4 Dex / +1 Mag / +8 Wil / +5 Cun Changes resistances: +22% darkness / +22% temporal Changes resistances penetration: +10% blight Mental save: +17 Vim when firing critical spell: +3.00 Movement speed: +20% Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 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 Gems can be sold for money or used in arcane rituals. |
3 jade 3 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 Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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 Gems can be sold for money or used in arcane rituals. |
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 10 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 Gems can be sold for money or used in arcane rituals. |
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, 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. |
Noongasher (54/54, 46.5-55.8 power, 5 apr) Noongasher (54/54, 46.5-55.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 54 On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +12 light When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
10 quartz 10 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% 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% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Stoner the Shalore Archer level 24
27th Dusk 123rd year of Ascendancy at 15:37 see stats
Arachnophobia
Destroyed the spydric menace.By Stoner the Shalore Archer level 28
3rd Decay 123rd year of Ascendancy at 19:12 see stats
Brave new world
Went to the Far East and took part in the war.By Stoner the Shalore Archer level 27
77th Haze 123rd year of Ascendancy at 14:32 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Stoner the Shalore Archer level 14
73rd Dusk 122nd year of Ascendancy at 15:43 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Stoner the Shalore Archer level 26
37th Haze 123rd year of Ascendancy at 15:29 see stats
Exterminator
Killed 1000 creatures.By Stoner the Shalore Archer level 17
66th Regrowth 123rd year of Ascendancy at 16:17 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stoner the Shalore Archer level 19
61st Pyre 123rd year of Ascendancy at 06:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stoner the Shalore Archer level 17
60th Regrowth 123rd year of Ascendancy at 17:38 see stats
Level 10
Got a character to level 10.By Stoner the Shalore Archer level 10
6th Dusk 122nd year of Ascendancy at 15:18 see stats
Level 20
Got a character to level 20.By Stoner the Shalore Archer level 20
72nd Pyre 123rd year of Ascendancy at 17:15 see stats
Level 30
Got a character to level 30.By Stoner the Shalore Archer level 30
16th Haze 124th year of Ascendancy at 14:53 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Stoner the Shalore Archer level 30
4th Pyre 125th year of Ascendancy at 14:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Stoner the Shalore Archer level 11
27th Dusk 122nd year of Ascendancy at 17:41 see stats
Size is everything
Did over 1500 damage in one attack.By Stoner the Shalore Archer level 30
53rd Haze 124th year of Ascendancy at 10:21 see stats
Size matters
Did over 600 damage in one attack.By Stoner the Shalore Archer level 25
34th Haze 123rd year of Ascendancy at 22:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Stoner the Shalore Archer level 27
65th Haze 123rd year of Ascendancy at 18:24 see stats
The Arena
Unlocked Arena mode.By Stoner the Shalore Archer level 9
10th Flare 122nd year of Ascendancy at 18:11 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Stoner the Shalore Archer level 19
49th Pyre 123rd year of Ascendancy at 13:23 see stats
The secret city
Discovered the truth about mages.By Stoner the Shalore Archer level 14
55th Haze 122nd year of Ascendancy at 21:40 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Stoner the Shalore Archer level 30
69th Regrowth 125th year of Ascendancy at 05:36 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Stoner the Shalore Archer level 19
48th Pyre 123rd year of Ascendancy at 22:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Stoner the Shalore Archer level 28
80th Haze 123rd year of Ascendancy at 03:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stoner the Shalore Archer level 16
50th Regrowth 123rd year of Ascendancy at 02:17 see stats
Unstoppable
Returned from the dead.By Stoner the Shalore Archer level 29
67th Dusk 124th year of Ascendancy at 08:28 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Stoner the Shalore Archer level 24
25th Dusk 123rd year of Ascendancy at 08:50 see stats
Log
You gain 1.03 gold from the transmogrification of enlightening dwarven-steel mail armour of natural resilience (3 def, 8 armour).
You gain 1.37 gold from the transmogrification of champion's hardened leather cap of ire (0 def, 3 armour).
You gain 1.31 gold from the transmogrification of psychic's dwarven-steel gauntlets of dispersion (0 def, 2 armour).
You gain 0.98 gold from the transmogrification of blazebringer's hardened leather sling of power.
You gain 0.94 gold from the transmogrification of pulsing mindstar of frost (13-14.3 power, 32 apr, mind damage).
You gain 0.53 gold from the transmogrification of nature's thorny mindstar of balance (7.5-8.25 power, 24 apr, nature damage).
You gain 0.74 gold from the transmogrification of quick stralite dagger of massacre (35.5-46.15 power, 9 apr).
You gain 1.17 gold from the transmogrification of inquisitor's dwarven-steel dagger of ruin (16.5-21.45 power, 7 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ran for 3 turns (stop reason: hostile spotted to the northwest (ziguranth patrol)).
Today is the 17th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
There is a Portal to Santascape here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
Today is the 18th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Talent Grace of the Eternals is ready to use.
Today is the 19th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:01.
Today is the 20th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 21st Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 22nd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 23rd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 24th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 25th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
