












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 30 / 66% |
Size | medium |
Lifes / Deaths | Killed by spitting spider at level 7 on the 1st Mirth 122nd year of Ascendancy at 23:13 / 95Killed by black crystal at level 7 on the 2nd Mirth 122nd year of Ascendancy at 18:52 Killed by onilug at level 10 on the 1st Summertide 122nd year of Ascendancy at 03:12 Killed by elven mage at level 14 on the 39th Dusk 122nd year of Ascendancy at 18:38 Killed by Velita the ghoulking at level 15 on the 51st Dusk 122nd year of Ascendancy at 02:32 Killed by Velita the ghoulking at level 15 on the 51st Dusk 122nd year of Ascendancy at 02:45 Killed by Emiel the thalore at level 15 on the 66th Dusk 122nd year of Ascendancy at 12:25 Killed by Bogol the halfling at level 15 on the 71st Dusk 122nd year of Ascendancy at 19:31 Killed by Porebeth the Guard at level 16 on the 74th Dusk 122nd year of Ascendancy at 02:21 Killed by Yvarenor the Thug at level 16 on the 74th Dusk 122nd year of Ascendancy at 03:59 Killed by Eloritira the Thug at level 16 on the 74th Dusk 122nd year of Ascendancy at 07:10 Killed by Eloritira the Thug at level 16 on the 74th Dusk 122nd year of Ascendancy at 09:01 Killed by Eloritira the Thug at level 16 on the 74th Dusk 122nd year of Ascendancy at 10:07 Killed by Mayogakira the Guard at level 16 on the 74th Dusk 122nd year of Ascendancy at 12:41 Killed by Bandit Leader Belilrakira at level 16 on the 74th Dusk 122nd year of Ascendancy at 19:13 Killed by Bandit Leader Belilrakira at level 16 on the 74th Dusk 122nd year of Ascendancy at 19:30 Killed by Xeryriariada the large white snake at level 17 on the 75th Dusk 122nd year of Ascendancy at 16:29 Killed by Neribrebeth the giant black ant at level 18 on the 1st Haze 122nd year of Ascendancy at 09:55 Killed by Assassin Lord at level 19 on the 24th Haze 122nd year of Ascendancy at 19:21 Killed by Huck at level 20 on the 71st Haze 122nd year of Ascendancy at 08:25 Killed by Velildalle the sandworm at level 20 on the 71st Haze 122nd year of Ascendancy at 23:13 Killed by gwelgoroth at level 20 on the 2nd Allure 123rd year of Ascendancy at 09:03 Killed by Ce'Nadavea the skeleton master archer at level 20 on the 8th Allure 123rd year of Ascendancy at 22:48 Killed by Yvoriawyn the ghoul at level 21 on the 9th Allure 123rd year of Ascendancy at 18:05 Killed by skeleton mage at level 21 on the 10th Allure 123rd year of Ascendancy at 04:56 Killed by Porura the grave wight at level 21 on the 10th Allure 123rd year of Ascendancy at 14:56 Killed by Arossra the skeleton assassin at level 21 on the 10th Allure 123rd year of Ascendancy at 20:16 Killed by Bethuriawyn the master vampire at level 21 on the 10th Allure 123rd year of Ascendancy at 22:02 Killed by dread at level 21 on the 1st Regrowth 123rd year of Ascendancy at 08:20 Killed by skeleton mage at level 21 on the 1st Regrowth 123rd year of Ascendancy at 09:02 Killed by skeleton master archer at level 21 on the 1st Regrowth 123rd year of Ascendancy at 09:53 Killed by orc necromancer at level 21 on the 1st Regrowth 123rd year of Ascendancy at 14:49 Killed by orc necromancer at level 21 on the 1st Regrowth 123rd year of Ascendancy at 20:58 Killed by orc necromancer at level 21 on the 2nd Regrowth 123rd year of Ascendancy at 00:08 Killed by eternal bone giant at level 21 on the 2nd Regrowth 123rd year of Ascendancy at 01:01 Killed by orc necromancer at level 21 on the 2nd Regrowth 123rd year of Ascendancy at 02:20 Killed by orc pyromancer at level 21 on the 2nd Regrowth 123rd year of Ascendancy at 02:36 Killed by Zubywyn the elder vampire at level 22 on the 4th Regrowth 123rd year of Ascendancy at 05:59 Killed by armoured skeleton warrior at level 22 on the 4th Regrowth 123rd year of Ascendancy at 06:36 Killed by Zubywyn the elder vampire at level 22 on the 4th Regrowth 123rd year of Ascendancy at 06:45 Killed by armoured skeleton warrior at level 22 on the 4th Regrowth 123rd year of Ascendancy at 07:02 Killed by orc blood mage at level 22 on the 5th Regrowth 123rd year of Ascendancy at 04:23 Killed by skeleton warrior at level 22 on the 5th Regrowth 123rd year of Ascendancy at 07:53 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 20:38 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 20:46 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 20:53 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 21:38 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 21:46 Killed by Khulmanar, General of Urh'Rok at level 23 on the 6th Regrowth 123rd year of Ascendancy at 22:28 Killed by shadow at level 23 on the 6th Regrowth 123rd year of Ascendancy at 23:33 Killed by Khulmanar, General of Urh'Rok at level 23 on the 7th Regrowth 123rd year of Ascendancy at 00:18 Killed by skeleton magus at level 23 on the 7th Regrowth 123rd year of Ascendancy at 03:09 Killed by thief at level 23 on the 7th Regrowth 123rd year of Ascendancy at 03:33 Killed by skeleton master archer at level 23 on the 7th Regrowth 123rd year of Ascendancy at 05:56 Killed by skeleton master archer at level 23 on the 7th Regrowth 123rd year of Ascendancy at 06:12 Killed by vampire lord at level 23 on the 7th Regrowth 123rd year of Ascendancy at 06:56 Killed by onilug at level 23 on the 7th Regrowth 123rd year of Ascendancy at 09:14 Killed by war hound at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 12:07 Killed by Islinn the Guardian at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 15:33 Killed by Velydatha the Guardian at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 21:27 Killed by Elomira the greater teluvorta at level 25 on the 40th Regrowth 123rd year of Ascendancy at 19:02 Killed by Elomira the greater teluvorta at level 25 on the 40th Regrowth 123rd year of Ascendancy at 19:21 Killed by Isladhewyn the teluvorta at level 25 on the 41st Regrowth 123rd year of Ascendancy at 16:37 Killed by Adama the dredge captain at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 01:28 Killed by dredge at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 02:37 Killed by Siludhebeth the dredge at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 03:13 Killed by temporal stalker at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 07:01 Killed by Chronolith Twin at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 18:27 Killed by Chronolith Twin at level 25 on the 42nd Regrowth 123rd year of Ascendancy at 18:59 Killed by Chronolith Twin at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 21:08 Killed by elven corruptor at level 26 on the 45th Regrowth 123rd year of Ascendancy at 07:08 Killed by Emelesemirin the elven blood mage at level 26 on the 45th Regrowth 123rd year of Ascendancy at 07:48 Killed by elven cultist at level 26 on the 45th Regrowth 123rd year of Ascendancy at 09:51 Killed by elven blood mage at level 26 on the 45th Regrowth 123rd year of Ascendancy at 14:03 Killed by elven blood mage at level 26 on the 45th Regrowth 123rd year of Ascendancy at 14:32 Killed by ogre mauler at level 26 on the 45th Regrowth 123rd year of Ascendancy at 21:09 Killed by elven cultist at level 26 on the 45th Regrowth 123rd year of Ascendancy at 21:59 Killed by elven cultist at level 26 on the 45th Regrowth 123rd year of Ascendancy at 22:17 Killed by elven cultist at level 26 on the 45th Regrowth 123rd year of Ascendancy at 22:58 Killed by elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 03:33 Killed by elven corruptor at level 27 on the 46th Regrowth 123rd year of Ascendancy at 06:27 Killed by elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 12:33 Killed by Xanywen the elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 15:45 Killed by elven corruptor at level 27 on the 46th Regrowth 123rd year of Ascendancy at 17:37 Killed by ritch flamespitter at level 27 on the 46th Regrowth 123rd year of Ascendancy at 23:11 Killed by fire drake at level 27 on the 47th Regrowth 123rd year of Ascendancy at 00:17 Killed by elven blood mage at level 27 on the 47th Regrowth 123rd year of Ascendancy at 04:58 Killed by Kryl-Feijan at level 27 on the 47th Regrowth 123rd year of Ascendancy at 09:43 Killed by Kryl-Feijan at level 27 on the 47th Regrowth 123rd year of Ascendancy at 10:20 Killed by elven cultist at level 28 on the 47th Regrowth 123rd year of Ascendancy at 13:41 Killed by elven blood mage at level 28 on the 47th Regrowth 123rd year of Ascendancy at 17:41 Killed by elven corruptor at level 28 on the 47th Regrowth 123rd year of Ascendancy at 18:30 Killed by elven cultist at level 28 on the 48th Regrowth 123rd year of Ascendancy at 03:00 Killed by Urkis, the High Tempest at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 01:57 Killed by worm that walks at level 29 on the 2nd Flare 123rd year of Ascendancy at 09:23 |
Primary Stats
Strength | 34 (base 18) |
Dexterity | 67 (base 54) |
Constitution | 31 (base 27) |
Magic | 17 (base 10) |
Willpower | 50 (base 38) |
Cunning | 30 (base 15) |
Resources
Life | 813/813 |
Stamina | 187/187 |
Healing Factor | 1.3858714593979 |
Regeneration | 12.819310999431 |
Speed
Mental | +30% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 56.100507968842 |
See Invisible | 56.100507968842 |
Offense: Mainhand
Damage | 87 |
Accuracy | 67 |
Crit Chance | 32% |
APR | 25 |
Speed | 0.77 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Light | +20% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (30%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 21 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 44 |
Defense: Resistances
Cold | + 16%( 70%) |
Acid | + 16%( 70%) |
Light | + 33%( 70%) |
Temporal | + 22%( 70%) |
Darkness | + 25%( 70%) |
Physical | + 22%( 70%) |
Fire | + 28%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Confusion Resistance | 40% |
Disarm Resistance | 40% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Intuitive Shots |
talent | Chant of Fortitude |
talent | Rapid Shot |
talent | Insidious Poison |
talent | Numbing Poison |
talent | Trained Reactions |
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. | active |
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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 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 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 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. * '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 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -4% Changes stats: +4 Str / +2 Wil Changes resistances: +12% fire Maximum encumbrance: +27 Physical save: +8 (+4 eff.) Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.5 - 47.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +14.0% Capacity: 17 On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +10 nature Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +30 (+8 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +4 Str Changes resistances penetration: +20% lightning Physical save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +40% Stamina each turn: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +8 Defense: +9 (+3 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +1 Con Changes resistances: +12% acid / +19% temporal Disease immunity: +10% Pinning immunity: +22% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% 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 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% 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. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes resistances: +12% darkness Stealth bonus: +11 Spell save: +3 (+1 eff.) Blindness immunity: +20% Disease immunity: +20% Maximum life: +40.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Dexterity 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 Damage (Melee): +16 cold When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +6 Fatigue: +8% On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +4 Str / +6 Dex / +2 Wil Changes resistances: +12% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Cun / +3 Con Changes resistances penetration: +15% cold Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +13% fire / +19% physical Life regen: +2.00 Maximum life: +20.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 darkness, 4 physical, 5 light, 5 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 350.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 158 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +23% blight / +31% nature / +3% acid Changes damage: +6% nature Poison immunity: +49% Disease immunity: +52% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +3 Mag Changes resistances: +6% temporal / +3% fire Cut immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.65 cold and 15.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +12 cold / +12 fire Damage (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +8 Dex / +2 Wil Changes resistances: +6% cold Changes damage: +12% fire Infravision radius: +3 See invisible: +9 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Changes damage: +11% cold / +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% nature / +5% arcane Stealth bonus: +5 Cut immunity: +10% Maximum life: +40.00 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +6% cold Changes damage: +6% arcane / +9% blight Mana each turn: +0.16 Spellpower: +10 (+5 eff.) Damage Shield penetration: +30% It can be used to create a temporary shield that absorbs 227 damage Activation puts all charms on cooldown for 17 turns. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +5 Wil Physical save: +6 (+3 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +20 (+7 eff.) Armour: +4 Defense: +7 (+2 eff.) Changes resistances: +9% cold / +1% physical Physical save: +7 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag / +4 Con Changes resistances: +7% fire / +8% cold Reduces incoming crit damage: 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes resistances: +15% fire Changes resistances penetration: +5% lightning Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 1.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.96 lightning damage (65.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% cold Changes damage: +13% cold Mana each turn: +1.40 Mana when hit: +0.80 Maximum mana: +54.00 Spellpower: +7 (+4 eff.) It can be used to activate talent Manaflow, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% acid / +8% cold / +10% nature / +13% blight Allows you to breathe in: water A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +6 Str Changes resistances: +18% lightning / +9% nature Mental save: +12 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Dexterity 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Shield usage training - Dexterity 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 Damage (radius 2) on crit: +4 darkness / +16 light When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +9% mind / +17% cold Talent granted: +1 Block Spell save: +3 (+1 eff.) Handheld deflection devices. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +20 mind / +8 light Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +4 mind / +16 light Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 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. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 Activation costs 115 power out of 349/400. 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. |
![]() Powered 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) Activation costs 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. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +13 physical Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Huck the Cornac Archer level 19
69th Haze 122nd year of Ascendancy at 09:16 see stats
By Huck the Cornac Archer level 15
54th Dusk 122nd year of Ascendancy at 12:50 see stats
By Huck the Cornac Archer level 19
70th Haze 122nd year of Ascendancy at 08:26 see stats
By Huck the Cornac Archer level 28
54th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Huck the Cornac Archer level 10
1st Summertide 122nd year of Ascendancy at 02:33 see stats
By Huck the Cornac Archer level 20
70th Haze 122nd year of Ascendancy at 14:29 see stats
By Huck the Cornac Archer level 30
3rd Flare 123rd year of Ascendancy at 08:04 see stats
By Huck the Cornac Archer level 19
24th Haze 122nd year of Ascendancy at 23:31 see stats
By Huck the Cornac Archer level 25
40th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Huck the Cornac Archer level 23
7th Regrowth 123rd year of Ascendancy at 03:32 see stats
By Huck the Cornac Archer level 10
2nd Flare 122nd year of Ascendancy at 06:49 see stats
By Huck the Cornac Archer level 17
78th Dusk 122nd year of Ascendancy at 02:30 see stats
By Huck the Cornac Archer level 26
43rd Regrowth 123rd year of Ascendancy at 10:07 see stats
By Huck the Cornac Archer level 18
1st Haze 122nd year of Ascendancy at 13:37 see stats
Log
Rested for 40 turns (stop reason: dialog is displayed).
You gain 18.99 gold from the transmogrification of Chalobar the Nimbusspiker (21/21, 22-27 power, 2 apr).
You gain 1.95 gold from the transmogrification of exposing steel shield of fire resistance (+17%) (0 def, 4 armour, 15-18 power, 38 block).
You gain 1.45 gold from the transmogrification of impenetrable steel plate armour (0 def, 19 armour).
You gain 1.69 gold from the transmogrification of prismatic cured leather armour of stability (6 def, 4 armour).
You gain 7.01 gold from the transmogrification of restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour).
You gain 3.56 gold from the transmogrification of dwarven-steel gauntlets of the verdant (0 def, 2 armour).
You gain 7.50 gold from the transmogrification of Girdle of the Calm Waters.
You gain 2.89 gold from the transmogrification of harmonious vined mindstar (4-5 power, 18 apr, nature damage).
You gain 2.01 gold from the transmogrification of steel dagger of daylight (14-18 power, 6 apr).
You gain 2.81 gold from the transmogrification of chilling steel dagger of torment (12-15 power, 6 apr).
You gain 5.74 gold from the transmogrification of truestriking steel battleaxe of persecution (24-35 power, 2 apr).
You gain 1.50 gold from the transmogrification of stormshield rune of the duelist (threshold 4; blocks 5; dur 4; cd 12).
You gain 1.62 gold from the transmogrification of shielding rune (absorb 207; dur 4; cd 14).
You gain 0.94 gold from the transmogrification of regeneration infusion (heal 148; 13 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 501%; cd 8).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You don't see how to get there...
You don't see how to get there...
Today is the 5th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 6th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 7th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 8th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.