Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! "Save" Talent/Stat Points 1.1.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 23 / 38% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 17 on the 50th Haze 122nd year of Ascendancy at 23:39 0 / 6Killed by war hound at level 17 on the 50th Haze 122nd year of Ascendancy at 23:51 Killed by Sandworm Queen at level 18 on the 52nd Haze 122nd year of Ascendancy at 01:18 Killed by enthralled slave at level 20 on the 79th Haze 122nd year of Ascendancy at 10:43 Killed by Polunne the snow giant at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 17:04 Killed by Urkis, the High Tempest at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 17:52 |
Primary Stats
Strength | 22 (base 20) |
Dexterity | 42 (base 38) |
Constitution | 20 (base 10) |
Magic | 10 (base 10) |
Willpower | 32 (base 26) |
Cunning | 46 (base 37) |
Resources
Life | -46/471 |
Mana | 222/222 |
Stamina | 149/221 |
Equilibrium | 15 |
Healing Factor | 1.42 |
Regeneration | 74.4222 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Invisible | 6 |
Offense: Mainhand
Damage | 62 |
Accuracy | 56 |
Crit Chance | 15% |
APR | 7 |
Speed | 0.70 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31.9 |
Crit Chance | 12% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 29.46 (63.098591549296%) |
Defense | 0 |
Ranged Defense | 4 |
Fatigue | 14 |
Physical Save | 24.35 |
Spell Save | 14.7 |
Mental Save | 25.65 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Disarm Resistance | 33% |
Confusion Resistance | 22% |
Silence Resistance | 30% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
talent | Counter Shot |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 490 HP on the iceblock remaining. Frozen |
beneficial effect | Reduces lightning damage received by 12%. Premonition Shield |
detrimental effect | The target is in the center of a lightning hurricane, doing 31.33 to 93.99 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | A flow of life spins around the target, regenerating 47.16 life per turn. Regeneration |
beneficial effect | The target has 28% chance to evade melee attacks and gains 18 defense. Evasion |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
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 Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by Layabeth the giant blue ant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by thought-forged bowman. Escort: lost warrior (level 3 of Norgos Lair) | 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 Wrathroot. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. 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. * You've found the needed pouch of faeros ash. * 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 green worm. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | undeterred pair of iron boots of evasion (12 def, 3 armour) undeterred pair of iron boots of evasion (12 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Fatigue: +2% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +21% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 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 28% chance to completely evade them and granting you 18 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Quiver | Cinderraven the pouch of steel shots (30/38, 119% power, 2 apr) Cinderraven the pouch of steel shots (30/38, 119% power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 38 On weapon hit: * 20% chance to cause random gloom * 20% chance to disease * 10% chance to create an air burst * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +4 blight / +4 fire Burst (radius 1) on hit: +12 blight / +4 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. Press to compare |
Light source | Vilestinger VilestingerInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind / 4 nature Changes damage: +15% nature Physical save: +7 (+4 eff.) Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | bladed dwarven-steel helm of knowledge (0 def, 4 armour) bladed dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +4 Cun / +2 Wil Mindpower: +3 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 74.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On hands | hardened leather gloves 'Unlightglamour' (0 def, 2 armour) hardened leather gloves 'Unlightglamour' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes resistances: +7% lightning Changes damage: +4% lightning Silence immunity: +10% Disarm immunity: +10% Only die when reaching: -40.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | Aeriwe the yew wand of conjuration [power 235] (13/6 cooldown) Aeriwe the yew wand of conjuration [power 235] (13/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Changes damage: +6% arcane / +6% blight Talent granted: +1 Ward Spell crit. chance: +4% See invisible: +6 It can be used to fire a bolt of a random element (dam 118-235), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. Press to compare |
Around neck | 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. Press to compare |
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 Supremacy 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'. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | Sanguine Shield (14 def, 4 armour, 100% power, 220 block) Sanguine Shield (14 def, 4 armour, 100% power, 220 block)Requires: - Cunning 39 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+14 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. Press to compare |
Cloak | enveloping cashmere cloak of backstabbing (10 def, 0 armour) enveloping cashmere cloak of backstabbing (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Defense: +10 (+0 eff.) Critical mult.: +11.00% Stealth bonus: +7 Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | radiant steel mail armour of command (10 def, 11 armour) radiant steel mail armour of command (10 def, 11 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +10 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +2 Cun / +1 Wil Changes resistances: +14% blight / +13% darkness Mental save: +11 (+6 eff.) Light radius: +1 A suit of armour made of mail. Press to compare |
Inventory
sun infusion of the duelist (rad 7; power 44; turns 5; dispells darkness) sun infusion of the duelist (rad 7; power 44; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 110 for 3 turns) shielding rune of the titan (absorb 110 for 3 turns)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: 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 110 damage for 3 turns. 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. |
balanced dwarven-steel greatsword of daylight (144% power, 2 apr) balanced dwarven-steel greatsword of daylight (144% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +12% Undead When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+0 eff.) Disarm immunity: +43% Massive two-handed swords. Press to compare |
insulating rough leather belt of unlife insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. Press to compare |
enlightening hardened leather armour of command (10 def, 11 armour) enlightening hardened leather armour of command (10 def, 11 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+0 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Wil Mental save: +28 (+14 eff.) A suit of armour made of leather. Press to compare |
enlightening dwarven-steel plate armour (5 def, 11 armour) enlightening dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +5 Cun / +5 Wil Mental save: +10 (+5 eff.) A suit of armour made of metal plates. Press to compare |
plaguebringer's quiver of yew arrows of crippling (9/16, 142% power, 10 apr) plaguebringer's quiver of yew arrows of crippling (9/16, 142% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +10.0% Capacity: 16 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease On weapon crit: * cripple the target Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. Press to compare |
self-loading quiver of yew arrows of erosion (11/17, 143% power, 10 apr) self-loading quiver of yew arrows of erosion (11/17, 143% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 Turns elapse between self-loadings: 5 Damage (Ranged): +8 nature / +7 temporal Arrows are used with bows to pierce your foes to death. Press to compare |
Alilagas the Shadowserpent (dig speed 24 turns) Alilagas the Shadowserpent (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +1 Cun / +2 Str Changes damage: +9% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)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 110 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. |
Achievements
By Coqueknocker the Cornac Skirmisher level 21
1st Allure 123rd year of Ascendancy at 20:54 see stats
By Coqueknocker the Cornac Skirmisher level 13
11st Haze 122nd year of Ascendancy at 10:53 see stats
By Coqueknocker the Cornac Skirmisher level 17
50th Haze 122nd year of Ascendancy at 22:28 see stats
By Coqueknocker the Cornac Skirmisher level 23
16th Regrowth 123rd year of Ascendancy at 20:11 see stats
By Coqueknocker the Cornac Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 18:19 see stats
By Coqueknocker the Cornac Skirmisher level 20
66th Haze 122nd year of Ascendancy at 11:39 see stats
By Coqueknocker the Cornac Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 18:20 see stats
By Coqueknocker the Cornac Skirmisher level 11
21st Dusk 122nd year of Ascendancy at 19:51 see stats
By Coqueknocker the Cornac Skirmisher level 13
64th Dusk 122nd year of Ascendancy at 16:22 see stats
By Coqueknocker the Cornac Skirmisher level 21
79th Haze 122nd year of Ascendancy at 19:59 see stats
By Coqueknocker the Cornac Skirmisher level 19
66th Haze 122nd year of Ascendancy at 00:53 see stats
Log
Polunne the snow giant uses Infusion: Regeneration.
Polunne the snow giant starts regenerating health quickly.
Coqueknocker shoots!
Coqueknocker leeches life from Storm drake hatchling!
Coqueknocker's Shoot hits Storm drake hatchling for 76 physical, 4 blight, 4 fire, , , 12 blight, 4 fire (99 total damage).
Coqueknocker receives 5 healing from Storm drake hatchling.
Urkis, the High Tempest stops surging mana.
Coqueknocker casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Thunderstorm hits Coqueknocker for 21 lightning damage.
Coqueknocker feels pain again.
Talent Waters of Life is ready to use.
Hurricane from Urkis, the High Tempest hits Polunne the snow giant for 60 lightning damage.
Hurricane from Urkis, the High Tempest hits Coqueknocker for 51 lightning damage.
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 30 lightning damage.
Coqueknocker shoots!
Storm drake hatchling is afflicted by a crippling illness!
Coqueknocker leeches life from Storm drake hatchling!
Coqueknocker's Shoot hits Storm drake hatchling for 74 physical, 4 blight, 4 fire, , , 12 blight, 4 fire (97 total damage).
Storm drake hatchling hits Coqueknocker for 2 healing, 2 healing (0 total damage) [3 healing].
Urkis, the High Tempest casts Freeze.
Coqueknocker is encased in ice!
Urkis, the High Tempest hits Coqueknocker for 152 cold damage.
Polunne the snow giant casts Phase Door.
Coqueknocker hits Iceblock for 6 physical, 5 light, 4 nature, 7 mind (21 total damage).
Storm drake hatchling hits Coqueknocker for (9 to ice), 14 physical (14 total damage).
Urkis, the High Tempest is free from the illness.
Saving game...