Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Items Vault 1.0.1Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.0.5Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 14 / 68% |
Size | medium |
Lifes / Deaths | Killed by forest wight at level 14 on the 28th Haze 122nd year of Ascendancy at 09:35 / 1 |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 53 (base 40) |
Constitution | 14 (base 12) |
Magic | 8 (base 10) |
Willpower | 21 (base 10) |
Cunning | 30 (base 25) |
Resources
Life | -35/312 |
Mana | 113/113 |
Stamina | 68/166 |
Psi | 111/111 |
Healing Factor | 1.5 |
Regeneration | 5.925 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +135% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 82 |
Accuracy | 57 |
Crit Chance | 11% |
APR | 8 |
Speed | 0.80 |
Offense: Offhand
Damage | 7 |
Accuracy | 46 |
Crit Chance | 8% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 26.85 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +5% |
All | 0% |
Blight | +4% |
Physical | +11% |
Fire | +4% |
Nature | +8% |
Offense: Damage Penetration
Physical | +2% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 19.05 |
Ranged Defense | 19.05 |
Fatigue | 2 |
Physical Save | 28.311375872534 |
Spell Save | 10.15 |
Mental Save | 35.111375872535 |
Defense: Resistances
Lightning | + 21%( 70%) |
Fire | + 5%( 70%) |
Nature | + 30%( 70%) |
Blight | + 20%( 70%) |
Physical | + 2%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery excellence | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
beneficial effect | Increases global action speed by 35%. Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Reduces lightning damage received by 11%. Premonition Shield |
Quests
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 grave | active |
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 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of brawn. 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...' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within3 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 | [vs. ranger's cured leather sling (In main hand, 1 of 2)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun / +0(-2) Dex Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 44 power out of 12/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Tap to cycle through comparison choices |
Quiver | [vs. ranger's cured leather sling (In main hand, 1 of 2)] deadly pouch of dwarven-steel shots of accuracy (11/16, 37-44.4 power, 3 apr)deadly pouch of dwarven-steel shots of accuracy (11/16, 37-44.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4(+37.0 - +44.4) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 0% (-80%) Firing range: +0 (-8) Capacity: 16 When wielded/worn: Changes stats: +0(-2) Dex Shots are used with slings to pummel your foes to death. Tap to cycle through comparison choices |
Light source | [vs. ranger's cured leather sling (In main hand, 1 of 2)] bright brass lantern of focusbright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex / +3 Wil Changes damage: +5% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Tap to cycle through comparison choices |
On head | [vs. ranger's cured leather sling (In main hand, 1 of 2)] linen wizard hat 'Betinne' (1 def, 0 armour)linen wizard hat 'Betinne' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Defense: +1 Changes stats: +2(-) Dex Life regen: +0.40 Psi each turn: +0.10 Mindpower: +3 Mental crit. chance: +3% A pointy cloth hat, very wizardly... Tap to cycle through comparison choices |
On hands | [vs. ranger's cured leather sling (In main hand, 1 of 2)] cinder iron gauntlets of dexterity (+3) (0 def, 1 armour)cinder iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +3(+1) Dex Damage when the wearer hits(melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
Tool | [vs. ranger's cured leather sling (In main hand, 1 of 2)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour penetration: +5 Changes stats: +0(-2) Dex Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Tap to cycle through comparison choices |
On fingers | [vs. ranger's cured leather sling (In main hand, 1 of 2)] copper ring of perseverancecopper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. ranger's cured leather sling (In main hand, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +4 Str / +0(-2) Dex / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
Around neck | [vs. ranger's cured leather sling (In main hand, 1 of 2)] grounding copper amulet of dexterity (+2)grounding copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. Tap to cycle through comparison choices |
In main hand | [vs. ranger's cured leather sling (In main hand, 1 of 2)] ranger's cured leather slingranger's cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% (-) Firing range: +8 (-) When wielded/worn: Changes stats: +2(-) Dex Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
Around waist | [vs. ranger's cured leather sling (In main hand, 1 of 2)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex / +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Tap to cycle through comparison choices |
In off hand | [vs. ranger's cured leather sling (In main hand, 1 of 2)] mossy mindstar of sand (2-2.2 power, 12 apr, mind damage)mossy mindstar of sand (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(+2.0 - +2.2) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Damage when the wearer is hit: 2 physical Changes resistances: +2% physical Changes resistances penetration: +2% physical Changes damage: +3% physical Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | [vs. ranger's cured leather sling (In main hand, 1 of 2)] thick linen cloak of Iron Throne (1 def, 6 armour)thick linen cloak of Iron Throne (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Str / +0(-2) Dex / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
Main armor | [vs. ranger's cured leather sling (In main hand, 1 of 2)] linen robe 'Kheledegas' (0 def, 0 armour)linen robe 'Kheledegas' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +2 Cun / +0(-2) Dex Mental save: +16 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
Inventory
[vs. ranger's cured leather sling (In main hand, 1 of 2)] healing infusion of the psychic (heal 118)healing infusion of the psychic (heal 118) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 118 life. Its effects scale with your Willpower 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] regeneration infusion of the warrior (heal 131 over 5 turns)regeneration infusion of the warrior (heal 131 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Strength 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] wild infusion of the psychic (resist 15%; cure magical, mental)wild infusion of the psychic (resist 15%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Willpower 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] phase door rune (range 7; power 15; dur 4)This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 15; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] titan's copper ring of nature (+22%)titan's copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex / +2 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] titan's copper ring of tenacitytitan's copper ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex / +3 Con Physical save: +6 Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +24.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] wizard's copper ring of powerwizard's copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Physical power: +6 Changes stats: +0(-2) Dex / +3 Mag Spell save: +6 Spellpower: +6 Mindpower: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] titan's steel ring of fire (+22%)titan's steel ring of fire (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex / +2 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +4 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] iron greatmaul (12.5-18.75 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron greatmaul (12.5-18.75 power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8(+12.5 - +18.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Massive two-handed maul. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] insidious steel greatsword (24-38.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. insidious steel greatsword (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4(+24.0 - +38.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% (20%) Firing range: +0 (-8) Damage when this weapon hits: +22 insidious poison When wielded/worn: Changes stats: +0(-2) Dex Massive two-handed swords. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Emylle (13-18.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. Emylle (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2(+13.0 - +18.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Changes stats: +0(-2) Dex Changes resistances: +6% darkness Blunt and deadly. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] acidic steel mace of crippling (12.5-17.5 power, 3 apr)This item will automatically be transmogrified when you leave the level. acidic steel mace of crippling (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5(+12.5 - +17.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% (20%) Firing range: +0 (-8) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid When wielded/worn: Physical crit. chance: +7.0% Changes stats: +0(-2) Dex Blunt and deadly. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] steel mace of crippling (11-15.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace of crippling (11-15.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.0 - 15.4(+11.0 - +15.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% (20%) Firing range: +0 (-8) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes stats: +0(-2) Dex Blunt and deadly. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Kor's Fall (10-12 power, 0 apr, darkness damage)Kor's Fall (10-12 power, 0 apr, darkness damage) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Changes damage: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 47.73 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] earthen elm magestaff of illumination (10-12 power, 2 apr, fire damage)This item will automatically be transmogrified when you leave the level. earthen elm magestaff of illumination (10-12 power, 2 apr, fire damage) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Armour Hardiness: +2% Defense: +6 Changes stats: +0(-2) Dex Damage when the wearer hits(melee): 5 blinding light Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +3 Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.02 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Eclipse (18-21.6 power, 4 apr, darkness damage)This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, darkness damage) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(+18.0 - +21.6) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] steel waraxe (10-14 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe (10-14 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0(+10.0 - +14.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% (20%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex One-handed war axes. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] steady rough leather sling of coldThis item will automatically be transmogrified when you leave the level. steady rough leather sling of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% (-) Firing range: +6 (-2) Damage when this weapon hits(ranged): +7 cold When wielded/worn: Accuracy: +6 Changes stats: +0(-2) Dex Changes damage: +9% cold Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +4 Changes stats: +0(-2) Dex Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Defense: +12 Changes stats: +0(-2) Dex Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Changes stats: +0(-2) Dex / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 30.71 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Thalore-Wood Cuirass (4 def, 10 armour)Thalore-Wood Cuirass (4 def, 10 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3(+1) Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] acidic steel shield (6 def, 2 armour, 36 block)This item will automatically be transmogrified when you leave the level. acidic steel shield (6 def, 2 armour, 36 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +0(-2) Dex Damage when the wearer hits(melee): 5 acid Damage when the wearer is hit: 11 acid Talent granted: +2 Block Handheld deflection devices Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] icy steel shield of harmony (6 def, 2 armour, 36.5 block)This item will automatically be transmogrified when you leave the level. icy steel shield of harmony (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +0(-2) Dex Damage when the wearer hits(melee): 6 cold Damage when the wearer is hit: 11 cold Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +10% It can be used to activate talent Waters of Life, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 14 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] steel shield of temporal resistance (+12%) (6 def, 2 armour, 41 block)This item will automatically be transmogrified when you leave the level. steel shield of temporal resistance (+12%) (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +0(-2) Dex Changes resistances: +12% temporal Talent granted: +2 Block Handheld deflection devices Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 4 agate4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +1 Str / +1(-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 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 5 spinel5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Defense: +2 Changes stats: +0(-2) Dex Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 5 ametrine5 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Physical crit. chance: +1.0% Changes stats: +0(-2) Dex Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 4 citrine4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 3 zircon3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Armour: +1 Changes stats: +0(-2) Dex Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 8 opal8 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) 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 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 3 topaz3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Defense: +4 Changes stats: +0(-2) Dex Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] 2 amethyst2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Physical crit. chance: +2.0% Changes stats: +0(-2) Dex Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex 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 is 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] Rod of Recall (2/2)Rod of Recall (2/2) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex It can be used to recall the user to the worldmap, costing 176 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. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] supercharged iron torque of kinetic psionic shield [power 33] (27 cooldown)supercharged iron torque of kinetic psionic shield [power 33] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex It can be used to setup a psionic shield, reducing all physical and acid damage by 33 for 6 turns, placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] quick elm totem of cure poisons [power 1] (13 cooldown)quick elm totem of cure poisons [power 1] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex It can be used to removes up to 1 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. ranger's cured leather sling (In main hand, 1 of 2)] supercharged ash totem of thorny skin [power 38] (24 cooldown)supercharged ash totem of thorny skin [power 38] (24 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Attack speed: 0% (-80%) Firing range: +0 (-8) When wielded/worn: Changes stats: +0(-2) Dex It can be used to hardens the skin for 6 turns increasing armour by 38 and armour hardiness by 40%, placing all other charms into a 24 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
Achievements
By Bodnk the Thalore Archer level 9
3rd Dusk 122nd year of Ascendancy at 12:52 see stats
By Bodnk the Thalore Archer level 10
41st Dusk 122nd year of Ascendancy at 18:28 see stats
By Bodnk the Thalore Archer level 10
42nd Dusk 122nd year of Ascendancy at 07:11 see stats
By Bodnk the Thalore Archer level 8
4th Mirth 122nd year of Ascendancy at 17:41 see stats
Log
Bodnk uses Reload.
Bodnk begins reloading.
Talent Rune: Teleportation is ready to use.
Talent Track is ready to use.
Talent Reload is ready to use.
Talent Crippling Shot is ready to use.
Talent Dream Walk is ready to use.
Skeleton archer uses Reload.
Skeleton archer begins reloading.
Bodnk breathes fire!
Skeleton archer is on fire!
Bodnk hits Skeleton archer for 7 fire, 22 physical, 6 fire, 53 fire (87 total damage).
Skeleton archer shoots!
Skeleton archer misses Bodnk.
Burning from Bodnk hits Skeleton archer for 8 fire damage.
Bodnk hits Skeleton archer for 8 fire, 24 physical, 6 fire (38 total damage).
Ghast uses Summon.
Ghast summons Ghoul!
Skeleton archer shoots!
Skeleton archer's Shoot hits Bodnk for 51 physical damage.
Talent Steady Shot is ready to use.
Burning from Bodnk hits Skeleton archer for 8 fire damage.
Infusion: Regeneration is still on cooldown for 7 turns.
Bodnk casts Rune: Teleportation.
Bodnk casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...