Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 31 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 55th Dusk 122nd year of Ascendancy at 16:46 0 / 8Killed by Xerurin the bone giant at level 17 on the 18th Pyre 123rd year of Ascendancy at 15:58 Killed by Xerurin the bone giant at level 17 on the 18th Pyre 123rd year of Ascendancy at 20:05 Killed by Grand Corruptor at level 26 on the 67th Dusk 123rd year of Ascendancy at 09:12 Killed by ritch flamespitter at level 27 on the 71st Haze 123rd year of Ascendancy at 11:23 Killed by orc corruptor at level 29 on the 18th Regrowth 124th year of Ascendancy at 06:04 Killed by PDgaming at level 30 on the 44th Regrowth 124th year of Ascendancy at 01:24 Killed by Neragavea the orc summoner at level 31 on the 44th Regrowth 124th year of Ascendancy at 23:50 |
Primary Stats
| Strength | 43 (base 24) |
| Dexterity | 70 (base 50) |
| Constitution | 38 (base 28) |
| Magic | 11 (base 10) |
| Willpower | 25 (base 16) |
| Cunning | 55 (base 34) |
Resources
| Life | -104/801 |
| Stamina | 258/258 |
| Healing Factor | 1 |
| Regeneration | 3.5041174687797 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +515% |
| Spell | +15% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 77 |
| Crit Chance | 25% |
| APR | 33 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 17% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 29.75 |
| Crit Chance | 17% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 31.1 |
| Ranged Defense | 31.1 |
| Fatigue | 13 |
| Physical Save | 37.286377899736 |
| Spell Save | 35.2 |
| Mental Save | 44.740918599824 |
Defense: Resistances
| All | -11%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 431 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -591 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 29.84 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is on fire, taking 5.00 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 565% faster. Wild Speed |
| detrimental effect | The target is being removed from the timeline and is taking 63.17 temporal damage per turn. Attenuate |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Reduces global action speed by 20%. Slow |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by gloomy giant brown mouse. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 194. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Ce'Nulrathra the Galepassion (21/21, 56-78.4 power, 18 apr) Ce'Nulrathra the Galepassion (21/21, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to daze Damage (Ranged): +4 lightning Burst (radius 1) on hit: +16 fire Arrows are used with bows to pierce your foes to death. |
| Light source | scorching alchemist's lamp of clarity scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +7% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +10 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed hardened leather cap of trickery (0 def, 3 armour) bladed hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +2 Str / +3 Dex / +4 Cun It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Lustresteel (dig speed 15 turns) Lustresteel (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +10% light Grants telepathy: Dragon Critical mult.: +13.00% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 15.96 cold and 11.40 physical damage (based on Willpower) each turn and knocking opponents back, costing 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | Ce'Nevea the hardened leather belt Ce'Nevea the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Wil Changes damage: +9% mind It can be used to create a temporary shield that absorbs 233 damage, putting all charms on cooldown for 22 turns. A belt that goes around your waist. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 6 power out of 8/8) : Effective talent level: 2.6 Power cost: 6 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 189% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | polar hardened leather gloves of dexterity (+2) (0 def, 2 armour) polar hardened leather gloves of dexterity (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Damage (Melee): 8 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Neroma the drakeskin leather armour (5 def, 8 armour) =next lvl= Neroma the drakeskin leather armour (5 def, 8 armour) =next lvl=Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Critical mult.: +6.00% Life regen: +0.40 Only die when reaching: -60.00 life Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | Chargefoe the cashmere cloak (2 def, 0 armour) Chargefoe the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Fatigue: -5% Effects on melee hit: * 40% chance to daze Changes stats: +3 Cun / +1 Dex Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Maximum life: +80.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Inventory
heroism infusion (+7 for 10 turns, die at -554) heroism infusion (+7 for 10 turns, die at -554)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -554 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 8)controlled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. restful stralite amulet of manastreamingrestful stralite amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Mag Life regen: +2.90 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Amulets can have magical properties. |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +5 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of amnesia (43-64.5 power, 3 apr)balanced stralite battleaxe of amnesia (43-64.5 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+6 eff.) Disarm immunity: +34% Massive two-handed battleaxes. |
penetrating elven-wood longbow of cold penetrating elven-wood longbow of coldRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +13 cold When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +16% cold Damage Shield penetration: +16% Longbows are used to shoot arrows at your foes. |
steady elven-wood longbow of nature steady elven-wood longbow of natureRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +19 nature When wielded/worn: Accuracy: +9 (+2 eff.) Changes resistances: +6% all Changes resistances penetration: +8% nature Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. projecting pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)projecting pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +12% lightning / +9% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. thunderous stralite waraxe of crippling (32-44.8 power, 5 apr)thunderous stralite waraxe of crippling (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 11% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +6% lightning One-handed war axes. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 22 power out of 60/60) : Effective talent level: 2.0 Power cost: 22 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of fire resistance (4 def, 8 armour)radiant stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +25% fire / +17% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of the void (3 def, 6 armour)enlightening hardened leather armour of the void (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 6 darkness Changes stats: +4 Cun / +5 Wil Changes resistances: +15% darkness / +17% temporal Mental save: +16 (+5 eff.) Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +12% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 18 turns. A suit of armour made of leather. |
enlightening hardened leather armour of thunder (3 def, 6 armour) enlightening hardened leather armour of thunder (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +17 (+5 eff.) Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Mag / +8 Wil / +3 Cun Changes resistances: +12% lightning Mental save: +12 (+4 eff.) Spellpower: +11 (+10 eff.) Spell crit. chance: +6% Mindpower: +10 (+5 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
hateful quiver of elven-wood arrows of daylight (22/22, 43.5-60.9 power, 14 apr) hateful quiver of elven-wood arrows of daylight (22/22, 43.5-60.9 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 Damage (Ranged): +5 darkness / +7 light Damage against: +11% Living / +10% Undead Arrows are used with bows to pierce your foes to death. |
insidious quiver of elven-wood arrows of crippling (19/19, 41.5-58.1 power, 14 apr) insidious quiver of elven-wood arrows of crippling (19/19, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +11.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +23 insidious poison Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 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. |
319 alchemist agate 319 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
5 opal 5 opal0.00 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 29 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of clear mind [power 2] (8 cooldown) steel torque of clear mind [power 2] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of thermal psionic shield [power 99] (18 cooldown) supercharged dwarven-steel torque of thermal psionic shield [power 99] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 145] (15 cooldown) yew totem of healing [power 145] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 7 (Willpower) for 145, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By PDgaming the Thalore Archer level 25
60th Dusk 123rd year of Ascendancy at 19:44 see stats
Brave new world
Went to the Far East and took part in the war.By PDgaming the Thalore Archer level 29
1st Wintertide 124th year of Ascendancy at 20:53 see stats
Bringer of Doom
Killed a Bringer of Doom.By PDgaming the Thalore Archer level 22
24th Dusk 123rd year of Ascendancy at 16:17 see stats
Clone War
Destroyed your own Shade.By PDgaming the Thalore Archer level 30
38th Regrowth 124th year of Ascendancy at 11:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By PDgaming the Thalore Archer level 25
39th Dusk 123rd year of Ascendancy at 20:26 see stats
Destroyer's bane
Killed Golbug the Destroyer.By PDgaming the Thalore Archer level 28
74th Haze 123rd year of Ascendancy at 06:35 see stats
Exterminator
Killed 1000 creatures.By PDgaming the Thalore Archer level 16
77th Haze 122nd year of Ascendancy at 12:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By PDgaming the Thalore Archer level 21
2nd Dusk 123rd year of Ascendancy at 14:19 see stats
Fear me not!
Survived the Fearscape!By PDgaming the Thalore Archer level 26
67th Dusk 123rd year of Ascendancy at 11:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By PDgaming the Thalore Archer level 14
28th Haze 122nd year of Ascendancy at 05:04 see stats
Level 10
Got a character to level 10.By PDgaming the Thalore Archer level 10
78th Dusk 122nd year of Ascendancy at 07:54 see stats
Level 20
Got a character to level 20.By PDgaming the Thalore Archer level 20
63rd Pyre 123rd year of Ascendancy at 11:13 see stats
Level 30
Got a character to level 30.By PDgaming the Thalore Archer level 30
37th Regrowth 124th year of Ascendancy at 16:03 see stats
Size matters
Did over 600 damage in one attack.By PDgaming the Thalore Archer level 24
30th Dusk 123rd year of Ascendancy at 05:57 see stats
Sliders
Activated a portal using the Orb of Many Ways.By PDgaming the Thalore Archer level 28
74th Haze 123rd year of Ascendancy at 08:55 see stats
That was close
Killed your target while having only 1 life left.By PDgaming the Thalore Archer level 30
44th Regrowth 124th year of Ascendancy at 01:22 see stats
The Arena
Unlocked Arena mode.By PDgaming the Thalore Archer level 6
6th Dusk 122nd year of Ascendancy at 07:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By PDgaming the Thalore Archer level 21
7th Mirth 123rd year of Ascendancy at 01:04 see stats
The secret city
Discovered the truth about mages.By PDgaming the Thalore Archer level 14
31st Haze 122nd year of Ascendancy at 12:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By PDgaming the Thalore Archer level 29
75th Haze 123rd year of Ascendancy at 17:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By PDgaming the Thalore Archer level 20
64th Pyre 123rd year of Ascendancy at 02:44 see stats
Unstoppable
Returned from the dead.By PDgaming the Thalore Archer level 30
44th Regrowth 124th year of Ascendancy at 01:24 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By PDgaming the Thalore Archer level 24
31st Dusk 123rd year of Ascendancy at 10:44 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Your shield crumbles under the damage!
The shield around PDgaming crumbles.
PDgaming is on fire!
PDgaming is stunned by the burning flame!
Something hits PDgaming for (43 absorbed), 121 fire (121 total damage).
Something hits PDgaming for 106 temporal damage.
PDgaming struggles against the beckoning.
Burning from Ivibrenor the orc master wyrmic hits PDgaming for 23 fire damage.
Burning Shock from Ivibrenor the orc master wyrmic hits PDgaming for 4 fire damage.
PDgaming is jolted to attention by the damage and is no longer being beckoned.
PDgaming is no longer beckoned.
PDgaming wanders around!.
Something hits PDgaming for 174 physical damage.
Something hits PDgaming for 183 temporal damage.
Burning from Ivibrenor the orc master wyrmic hits PDgaming for 23 fire damage.
Burning Shock from Ivibrenor the orc master wyrmic hits PDgaming for 4 fire damage.
PDgaming slows down.
Something hits PDgaming for 113 cold damage.
PDgaming is being being removed from the timeline!
Burning from Ivibrenor the orc master wyrmic hits PDgaming for 28 fire damage.
Burning Shock from Ivibrenor the orc master wyrmic hits PDgaming for 5 fire damage.
Attenuate from Neragavea the orc summoner hits PDgaming for 68 temporal damage.
PDgaming uses Infusion: Movement.
PDgaming is moving freely.
PDgaming prepares for the next kill!.
Ran for 7 turns (stop reason: taken damage).
Saving game...
