Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Archer |
Level / Exp | 33 / 9% |
Size | medium |
Lifes / Deaths | Killed by Xaneriathra the mean looking elven guard at level 25 on the 74th Pyre 123rd year of Ascendancy at 15:01 / 2Killed by skeleton warrior at level 33 on the 24th Pyre 124th year of Ascendancy at 22:54 |
Primary Stats
Strength | 30 (base 29) |
Dexterity | 58 (base 49) |
Constitution | 48 (base 44) |
Magic | 20 (base 10) |
Willpower | 22 (base 10) |
Cunning | 42 (base 29) |
Resources
Life | -48/1002 |
Mana | 232/232 |
Stamina | 116/138 |
Equilibrium | 0 |
Healing Factor | 1.02 |
Regeneration | 36.783456605063 |
Speed
Mental | -7.547169811321% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +81.732733959951% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 6 |
Offense: Mainhand
Damage | 102 |
Accuracy | 59 |
Crit Chance | 69% |
APR | 34 |
Speed | 0.87 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 26.1 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 112 (100%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 9.9365710087173 |
Spell Save | 1.4365710087173 |
Mental Save | 0 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Confusion Resistance | 52% |
Instadeath Resistance | 100% |
Stun Resistance | 23% |
Poison Resistance | 17% |
Blind Resistance | 70% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 365 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Premonition |
talent | Slow Motion |
talent | Chant of Fortitude |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Reduces global action speed by 22%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target's skin reacts to damage, granting 87 armour and 70% armour hardiness. Thorny Skin |
detrimental effect | The target is cursed, reducing defence and all saves by 47. Curse of Defenselessness |
beneficial effect | A flow of life spins around the target, regenerating 16.00 life per turn. Regeneration |
beneficial effect | Reduces arcane damage received by 13%. Premonition Shield |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 100% and dealing 53.35 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target is recovering 31 life each turn. Recovery |
detrimental effect | Huge cut that bleeds, doing 7.08 physical damage per turn. Bleeding |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 Shade. | 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. * 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: 143. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 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 |
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 | undeterred pair of rough leather boots of speed (0 def, 1 armour) undeterred pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +23% Movement speed: +20% A pair of boots made of leather. |
Quiver | Pitchsear (22/23, 150% power, 11 apr) Pitchsear (22/23, 150% power, 11 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 150% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +21.0% Capacity: 23 On weapon hit: * Slows global speed by 20% On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 darkness Burst (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
Light source | survivor's alchemist's lamp of focus survivor's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +5% mind Physical save: +9 (+9 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 21 power out of 16/30) : Effective talent level: 3.0 Power cost: 21 out of 16/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 20.01 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Runidelach the dragonbone totem of thorny skin [power 87] (14/14 cooldown) Runidelach the dragonbone totem of thorny skin [power 87] (14/14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +1 Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +5% physical Changes damage: +3% mind Talents granted: +2 Rushing Claws +1 Ward Only die when reaching: -40.00 life Maximum life: +10.00 Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | treant's gold ring of misery treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Cun Changes resistances: +8% nature / +6% blight Poison immunity: +17% Disease immunity: +16% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (+0 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 6 power out of 8/8) : Effective talent level: 3.9 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 144% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
On hands | restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +6% arcane Life regen: +2.50 Stamina each turn: +0.70 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | troll-hide hardened leather armour of Eyal (3 def, 6 armour) troll-hide hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +8.90 Maximum life: +45.00 Healing mod.: +39% A suit of armour made of leather. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 41 power out of 60/60) : Effective talent level: 1.2 Power cost: 41 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 59.46 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Phoenixgrind the steel amulet Phoenixgrind the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +6% fire / +12% light / +13% darkness Changes resistances penetration: +10% fire Changes damage: +6% arcane Blindness immunity: +20% Life regen: +1.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+20 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 21 power out of 30/30) : Effective talent level: 4.8 Power cost: 21 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 33% chance to completely evade them and granting you 32 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
eldritch pair of hardened leather boots (0 def, 3 armour) eldritch pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Wil / +3 Mag Mana each turn: +0.31 Maximum mana: +35.00 Spell crit. chance: +3% A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 4.0 Power cost: 11 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 41 power out of 60/60) : Effective talent level: 1.0 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
bladed hardened leather cap of the depths (0 def, 3 armour) bladed hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +2 Str Changes resistances: +11% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 112.0 Physical damage. If the attack hits, the target is confused (42% 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 cap made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
256 alchemist agate 256 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. |
2 onyx 2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zanoblek (dig speed 32 turns) Zanoblek (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Str Changes resistances: +3% acid / +3% temporal Physical save: +10 (+10 eff.) Mental save: +10 (+0 eff.) Blindness immunity: +10% Cut immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
emerald 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+5 eff.) Mindpower: +10 (+5 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 11 power out of 25/25) : Effective talent level: 1.0 Power cost: 11 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
2 ruby 2 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 Latent Damage Type: Fire 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 138 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. |
2 quartz 2 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. |
amber 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cecil the Higher Archer level 19
15th Pyre 123rd year of Ascendancy at 23:34 see stats
By Cecil the Higher Archer level 12
68th Dusk 122nd year of Ascendancy at 16:39 see stats
By Cecil the Higher Archer level 28
13rd Dusk 123rd year of Ascendancy at 14:52 see stats
By Cecil the Higher Archer level 17
70th Regrowth 123rd year of Ascendancy at 16:33 see stats
By Cecil the Higher Archer level 27
12nd Dusk 123rd year of Ascendancy at 16:39 see stats
By Cecil the Higher Archer level 21
33rd Pyre 123rd year of Ascendancy at 09:40 see stats
By Cecil the Higher Archer level 10
15th Dusk 122nd year of Ascendancy at 13:09 see stats
By Cecil the Higher Archer level 20
23rd Pyre 123rd year of Ascendancy at 03:05 see stats
By Cecil the Higher Archer level 30
47th Haze 123rd year of Ascendancy at 01:21 see stats
By Cecil the Higher Archer level 13
13rd Haze 122nd year of Ascendancy at 01:07 see stats
By Cecil the Higher Archer level 30
56th Haze 123rd year of Ascendancy at 07:13 see stats
By Cecil the Higher Archer level 9
11st Dusk 122nd year of Ascendancy at 07:29 see stats
By Cecil the Higher Archer level 9
8th Dusk 122nd year of Ascendancy at 19:14 see stats
By Cecil the Higher Archer level 16
51st Regrowth 123rd year of Ascendancy at 03:23 see stats
By Cecil the Higher Archer level 15
1st Wintertide 123rd year of Ascendancy at 15:10 see stats
By Cecil the Higher Archer level 27
3rd Dusk 123rd year of Ascendancy at 12:50 see stats
By Cecil the Higher Archer level 17
4th Pyre 123rd year of Ascendancy at 11:54 see stats
By Cecil the Higher Archer level 25
74th Pyre 123rd year of Ascendancy at 15:01 see stats
Log
Cecil receives 32 healing.
Cecil uses Gift of the Highborn.
Cecil starts regenerating health quickly.
Cecil uses Runidelach the dragonbone totem of thorny skin [power 87] (14 cooldown)!
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Isiwyn the assassin casts Bone Spear.
Skeleton warrior uses Stunning Blow.
Cecil is stunned!
Cecil leeches life from Skeleton warrior!
Cecil hits Skeleton warrior for 7 light damage.
Isiwyn the assassin hits Cecil for 209 physical damage.
Isiwyn the assassin hits Emelorialle the vampire for 176 physical damage.
Skeleton warrior hits Cecil for 35 physical, , 2 healing (35 total damage) [2 healing].
Cecil leeches life from Something!
The protective shield of Cecil disappears.
Bleeding from Skeleton archer hits Cecil for 7 physical damage.
Impending Doom from Vampire lord hits Cecil for 55 arcane damage.
Cecil receives 32 healing.
Emelorialle the vampire uses Skullcracker.
Emelorialle the vampire performs a melee critical strike against Cecil!
Cecil shrugs off the critical damage!
Cecil casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Cecil wanders around!.
Cecil hits Emelorialle the vampire for 4 light damage.
Emelorialle the vampire hits Cecil for 50 physical, 5 arcane (55 total damage).
Isiwyn the assassin uses Highborn's Bloom.
Saving game...