









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 30 / 49% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 8 on the 8th Mirth 122nd year of Ascendancy at 11:04 0 / 8Killed by Vorilema the dremling at level 16 on the 36th Dusk 122nd year of Ascendancy at 23:16 Killed by skeleton mage at level 26 on the 10th Allure 123rd year of Ascendancy at 14:48 Killed by armoured skeleton warrior at level 29 on the 15th Regrowth 123rd year of Ascendancy at 21:40 Killed by corrupted corrupted plasmic disruptor at level 30 on the 27th Regrowth 123rd year of Ascendancy at 09:46 Killed by Sileyawe the corrupted mastocytic feeder at level 30 on the 27th Regrowth 123rd year of Ascendancy at 15:57 Killed by corrupted corrupted plasmic disruptor at level 30 on the 27th Regrowth 123rd year of Ascendancy at 17:58 Killed by war hound at level 30 on the 27th Regrowth 123rd year of Ascendancy at 22:41 |
Primary Stats
Strength | 40 (base 12) |
Dexterity | 108 (base 58) |
Constitution | 65 (base 60) |
Magic | 10 (base 10) |
Willpower | 19 (base 10) |
Cunning | 26 (base 12) |
Resources
Life | -58/892 |
Stamina | 181/240 |
Healing Factor | 1.3541355335885 |
Regeneration | 9.8174826185167 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 15 |
See Invisible | 25 |
Offense: Mainhand
Damage | 141 |
Accuracy | 65 |
Crit Chance | 26% |
APR | 27 |
Speed | 0.91 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +12% |
Physical | +5% |
Mind | +23% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Light | +15% |
Lightning | +30% |
Cold | +15% |
Physical | +20% |
Mind | +25% |
All | +10% |
Defense: Base
Armour (hardiness) | 22 (38.594633868923%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 31%( 70%) |
All | + 24%( 70%) |
Darkness | + 38%( 70%) |
Light | + 33%( 70%) |
Temporal | + 42%( 70%) |
Physical | + 41%( 70%) |
Lightning | + 26%( 70%) |
Mind | + 38%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 23% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 85 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 161 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
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. They asked about the staff. | 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. | active |
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 failed to protect the injured seer from death by war hound. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Emudhenn the giant green ant. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Polilrakira the bandit lord. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 341. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * You've found the needed red crystal shard. | 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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +20% lightning / +5% mind Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +21% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 59.0 - 82.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 19 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 nature Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes resistances: +6% temporal / +12% darkness / +6% blight / +9% cold / +12% nature Changes resistances penetration: +10% all Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil / +10 Lck Changes resistances: +10% physical Physical save: +7 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
Tool | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 2 acid / 6 light Changes resistances: +15% mind / +3% acid Changes resistances penetration: +5% light Changes damage: +9% acid / +18% mind Blindness immunity: +44% Infravision radius: +5 See stealth: +15 See invisible: +12 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex / +3 Cun Changes resistances: +9% nature / +3% temporal Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Blindness immunity: +10% See invisible: +3 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +4 acid Damage (radius 1) on hit: +8 light When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% temporal / +6% darkness / +3% light Changes resistances penetration: +10% acid Changes damage: +12% light Combat speed: +10% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +3 Armour: +6 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +4 Dex Physical save: +6 (+2 eff.) Maximum stamina: +30.00 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. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 25.20 to 31.50 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +9% blight / +5% arcane / +9% light Changes resistances penetration: +5% cold Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Mental save: +9 (+4 eff.) Life regen: +4.00 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 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 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() movement infusion (speed 550%; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() regeneration infusion (heal 204; 12 cd) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. 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 ; 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 226.00 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Defense: +25 (+6 eff.) Damage when hit (Melee): 10 lightning Changes stats: +5 Dex Changes resistances: +3% lightning Poison immunity: +20% Cut immunity: +20% Teleport immunity: +10% Rings make your fingers 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 (+3 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. |
![]() Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Dex Changes resistances: +15% mind / +3% cold Changes damage: +12% arcane Knockback immunity: +20% Maximum life: +20.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 8.0 - 8.8 Uses stat: Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +54 acid / +24 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Changes resistances: +12% mind Changes resistances penetration: +32% acid / +15% physical / +26% nature Changes damage: +6% physical Stamina each turn: +3.00 Longbows are used to shoot arrows at your foes. |
![]() steady elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +31 (+8 eff.) Physical crit. chance: +17.0% Longbows are used to shoot arrows at your foes. |
![]() warbringer's stralite longsword of enduring (34-47 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Wil / +13 Con Changes resistances penetration: +9% physical Disarm immunity: +23% Maximum life: +34.00 Sharp, long, and deadly. |
![]() Ragegalar the Demonwisp (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Changes resistances: +3% blight / +9% temporal / +6% nature Changes resistances penetration: +7% nature / +5% darkness Changes damage: +15% lightning / +3% darkness / +10% fire / +7% nature / +19% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Maximum psi: +35.00 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. |
![]() resonating living mindstar of disruption (15-16 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +14% Unnatural When wielded/worn: Changes resistances: +4% mind Changes resistances penetration: +8% mind Changes damage: +6% mind Talent granted: +1 Attune Mindstar Psi when hit: +2.30 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +8% 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. |
![]() potent elven-wood magestaff of wizardry (33-40 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +3 Wil Changes damage: +33% lightning Talent granted: +1 Command Staff Maximum mana: +43.00 Spellpower: +25 (+15 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Camonariblek (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Changes resistances: +6% acid / +4% physical / +15% temporal / +6% mind / +6% lightning Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life One-handed war axes. |
![]() balanced stralite waraxe of massacre (42-59 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +36% One-handed war axes. |
![]() caustic stralite waraxe of rage (32-44 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +25 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +5 Changes stats: +5 Str Changes resistances penetration: +14% acid / +13% nature Changes damage: +9% physical One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind / 6 cold Changes stats: +2 Str / +9 Wil / +3 Con Hate when firing a critical mind attack: +5.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() ancient cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +11% all Changes resistances penetration: +7% temporal / +10% physical Changes damage: +11% temporal / +13% physical Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() grounding pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +5 Con Changes resistances: +9% lightning / +10% temporal Changes damage: +8% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() spellstreaming voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Mana each turn: +0.21 Spellpower: +8 (+6 eff.) Spell crit. chance: +6% 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +3 Defense: +14 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +2 Str Changes resistances: +10% blight Changes resistances penetration: +20% blight Physical save: +14 (+5 eff.) Spell crit. chance: +3% A cap made of leather. It was hardened by the digestive sack. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +6 Wil Mental save: +15 (+7 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of command (10 def, 15 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +6 Cun / +5 Wil Mental save: +38 (+18 eff.) A suit of armour made of mail. |
![]() voratun plate armour of implacability (0 def, 22 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +18% Physical save: +9 (+3 eff.) A suit of armour made of metal plates. |
![]() Undeathbutcher (0 def, 8 armour, 141 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 11 acid / 6 nature Changes stats: +8 Mag Talent granted: +1 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 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: +2.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Damage (Ranged): +15 physical Damage against: +21% Unnatural / +24% Unliving Arrows are used with bows to pierce your foes to death. |
![]() 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 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +3 Dex Changes resistances penetration: +9% all Only die when reaching: -80.00 life Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 202 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. |
![]() 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. |
![]() Thundermarrow the pouch of voratun shots (20/20, 54-65 power, 12 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +24 Armour Penetration: +12 Crit. chance: +11.0% Capacity: 20 Travel speed: +200% Damage (Ranged): +16 physical Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +20 lightning When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azafaza the Skeleton Archer level 27
3rd Regrowth 123rd year of Ascendancy at 23:09 see stats
By Azafaza the Skeleton Archer level 27
1st Regrowth 123rd year of Ascendancy at 11:45 see stats
By Azafaza the Skeleton Archer level 14
4th Dusk 122nd year of Ascendancy at 12:54 see stats
By Azafaza the Skeleton Archer level 28
12nd Regrowth 123rd year of Ascendancy at 18:53 see stats
By Azafaza the Skeleton Archer level 15
22nd Dusk 122nd year of Ascendancy at 06:57 see stats
By Azafaza the Skeleton Archer level 18
44th Dusk 122nd year of Ascendancy at 13:04 see stats
By Azafaza the Skeleton Archer level 20
67th Dusk 122nd year of Ascendancy at 06:34 see stats
By Azafaza the Skeleton Archer level 10
3rd Flare 122nd year of Ascendancy at 20:41 see stats
By Azafaza the Skeleton Archer level 20
67th Dusk 122nd year of Ascendancy at 05:48 see stats
By Azafaza the Skeleton Archer level 30
21st Regrowth 123rd year of Ascendancy at 19:01 see stats
By Azafaza the Skeleton Archer level 29
16th Regrowth 123rd year of Ascendancy at 06:04 see stats
By Azafaza the Skeleton Archer level 29
14th Regrowth 123rd year of Ascendancy at 15:56 see stats
By Azafaza the Skeleton Archer level 22
6th Haze 122nd year of Ascendancy at 07:14 see stats
By Azafaza the Skeleton Archer level 26
10th Allure 123rd year of Ascendancy at 12:26 see stats
By Azafaza the Skeleton Archer level 13
10th Flare 122nd year of Ascendancy at 18:51 see stats
By Azafaza the Skeleton Archer level 20
2nd Haze 122nd year of Ascendancy at 02:08 see stats
By Azafaza the Skeleton Archer level 25
7th Allure 123rd year of Ascendancy at 04:25 see stats
By Azafaza the Skeleton Archer level 17
37th Dusk 122nd year of Ascendancy at 20:06 see stats
By Azafaza the Skeleton Archer level 30
27th Regrowth 123rd year of Ascendancy at 17:58 see stats
By Azafaza the Skeleton Archer level 26
10th Allure 123rd year of Ascendancy at 23:49 see stats
Log
Azafaza's Shoot hits War hound for 5 light damage.
Ivygavena the corrupted protosentient globula summons a Ritch Flamespitter!
Ivygavena the corrupted protosentient globula's mind surges with critical power!
Minotaur uses Warshout.
Azafaza wanders around!
War hound hits Azafaza for 77 physical damage.
Melee retaliation hits War hound for 4 light, 2 acid, 21 darkness (27 total damage).
Azafaza is confused and fails to use Bone Armour.
Ritch flamespitter spits flames!
Ritch flamespitter hits Azafaza for 93 fire damage.
Ivygavena the corrupted protosentient globula summons a Jelly!
Ivygavena the corrupted protosentient globula's mind surges with critical power!
Minotaur uses Stunning Blow.
Minotaur misses Azafaza.
War hound hits Azafaza for 73 physical damage.
Melee retaliation hits War hound for 4 light, 2 acid, 21 darkness (27 total damage).
Azafaza is confused and fails to use Bone Armour.
Talent Concealment is ready to use.
Talent Snipe is ready to use.
Ivygavena the corrupted protosentient globula uses Leaves Tide.
Ivygavena the corrupted protosentient globula's mind surges with critical power!
Minotaur uses Sunder Armour.
Azafaza's armour is damaged!
Minotaur hits Azafaza for 129 physical damage.
Melee retaliation hits Minotaur for 5 light, 2 acid, 25 darkness (32 total damage).
War hound hits Azafaza for 83 physical damage.
Melee retaliation hits War hound for 4 light, 2 acid, 21 darkness (27 total damage).
Azafaza the level 30 skeleton archer was chopped into tiny pieces to death by a war hound on level 1 of The Godfeaster.