










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 38 / 59% |
Size | medium |
Lifes / Deaths | Killed by Kra'Tor the Gluttonous at level 26 on the 14th Pyre 123rd year of Ascendancy at 18:16 0 / 9Killed by dreaming horror at level 28 on the 23rd Pyre 123rd year of Ascendancy at 09:07 Killed by dreaming horror at level 28 on the 23rd Pyre 123rd year of Ascendancy at 13:09 Killed by dreaming horror at level 31 on the 9th Mirth 123rd year of Ascendancy at 13:37 Killed by archlich at level 33 on the 1st Dusk 123rd year of Ascendancy at 18:14 Killed by Vorithra the copperhead snake at level 38 on the 76th Dusk 123rd year of Ascendancy at 19:06 Killed by Ce'Nawen the armoured skeleton warrior at level 38 on the 78th Dusk 123rd year of Ascendancy at 03:07 Killed by Ce'Nawen the armoured skeleton warrior at level 38 on the 78th Dusk 123rd year of Ascendancy at 03:31 Killed by Xiwen the black mamba at level 38 on the 79th Dusk 123rd year of Ascendancy at 11:58 |
Primary Stats
Strength | 73 (base 40) |
Dexterity | 87 (base 50) |
Constitution | 44 (base 40) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 50 (base 33) |
Resources
Life | -41/1097 |
Stamina | 114/190 |
Healing Factor | 1.2383177570094 |
Regeneration | 2.1670560747665 |
Speed
Mental | +27.755102040816% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 41.595095619122 |
See Invisible | 49.595095619122 |
Offense: Mainhand
Damage | 173 |
Accuracy | 77 |
Crit Chance | 26% |
APR | 32 |
Speed | 0.63 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Physical | +32% |
Nature | +12% |
All | +4% |
Offense: Damage Penetration
Physical | +70% |
Defense: Base
Armour (hardiness) | 25 (64.692942254812%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 31 |
Mental Save | 35 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 29%( 70%) |
All | + 13%( 70%) |
Darkness | + 50%( 70%) |
Light | + 24%( 70%) |
Temporal | + 29%( 70%) |
Lightning | + 19%( 70%) |
Physical | + 23%( 70%) |
Fire | + 48%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 23% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 37% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 454 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 525 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Munitions | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Piercing Ammunition |
talent | Chant of Fortitude |
talent | Trained Reactions |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is on fire, taking 23.30 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 |
beneficial effect | The target is recovering 31 life each turn. Recovery |
beneficial effect | Increases attack speed by 28%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
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. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Borfast the Broken. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the worried loremaster from death by orc warrior. Escort: worried loremaster (level 7 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 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: 184. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within2 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 |
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 |
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 |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -9% Changes stats: +5 Dex / +4 Wil / +4 Cun Reduces incoming crit damage: 15.00% Stamina each turn: +0.70 Maximum stamina: +22.00 See invisible: +9 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 63.5 - 88.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +28 temporal Burst (radius 1) on hit: +4 mind / +4 temporal Burst (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+4 eff.) Blindness immunity: +37% Confusion immunity: +13% Light radius: +7 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +8% blight / +9% cold / +9% darkness / +11% fire Spell save: +21 (+10 eff.) Mental save: +8 (+4 eff.) Stun/Freeze immunity: +5% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes resistances: +5% arcane / +9% darkness / +22% nature Changes damage: +8% nature Spell save: +6 (+3 eff.) Disarm immunity: +15% Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +28% Maximum life: +26.00 Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +4 Cun Changes damage: +4% all Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Spellpower: +8 (+1 eff.) Mindpower: +11 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances penetration: +11% physical Changes damage: +8% physical Trap disarming bonus: +13 Stealth bonus: +8 Infravision radius: +5 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 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 / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances penetration: +38% physical Changes damage: +20% physical Damage Shield penetration: +62% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Critical mult.: +10.00% Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +19.00 Spell crit. chance: +11% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes resistances: +11% acid / +11% physical / +24% darkness / +9% cold / +13% fire / +7% lightning / +18% temporal Mindpower: +9 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +14% New effects duration reduction after a teleport: +16% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +8 (+3 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +13% light / +16% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Changes resistances: +17% nature / +18% blight Critical mult.: +13.00% Poison immunity: +23% Disease immunity: +30% Amulets can have magical properties. |
Inventory
![]() 0.10 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +8 Cun / +4 Con / +7 Lck Changes resistances: +9% darkness Changes resistances penetration: +5% darkness / +5% temporal Changes damage: +15% temporal Physical save: +14 (+7 eff.) Life regen: +1.80 Maximum life: +50.00 Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +5 Changes stats: +6 Dex / +3 Mag / +1 Con Changes resistances penetration: +5% blight / +14% temporal / +34% physical Changes damage: +12% physical / +14% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Mana when firing critical spell: +1.00 Vim when firing critical spell: +5.00 Spell crit. chance: +1% Damage Shield penetration: +45% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +11% blight Mental save: +8 (+4 eff.) Blindness immunity: +5% Knockback immunity: +15% Teleport immunity: +10% Spellpower: +4 (+1 eff.) Mental crit. chance: +7% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Changes stats: +5 Dex / +4 Cun / +5 Lck Trap disarming bonus: +12 Stealth bonus: +7 Physical save: +13 (+6 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Armour: +1 Changes resistances: +3% lightning Changes damage: +6% physical Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Life regen: +0.80 Maximum life: +30.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +7% blight / +6% fire / +15% mind / +3% physical Physical save: +9 (+4 eff.) Mental save: +30 (+12 eff.) A cap made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 50% Str, 70% Dex Damage type: Acid Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 40% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +14 lightning / +14 physical / +8 temporal Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +20 darkness Damage against: +14% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +8.5% Capacity: 21 Travel speed: +200% Damage (Ranged): +24 darkness Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +19.5% Capacity: 18 On weapon crit: * cripple the target Damage (Ranged): +14 darkness Damage against: +15% Living 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 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 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. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +1 Str Changes resistances: +9% lightning Disarm immunity: +5% Maximum stamina: +10.00 Lowers spell cool-downs by: 10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Maximum life: +55.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
![]() 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, costing 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), 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. |
![]() 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 Skarcher the Skeleton Archer level 34
7th Dusk 123rd year of Ascendancy at 08:49 see stats
By Skarcher the Skeleton Archer level 30
64th Pyre 123rd year of Ascendancy at 08:58 see stats
By Skarcher the Skeleton Archer level 34
3rd Dusk 123rd year of Ascendancy at 06:32 see stats
By Skarcher the Skeleton Archer level 36
60th Dusk 123rd year of Ascendancy at 13:38 see stats
By Skarcher the Skeleton Archer level 36
56th Dusk 123rd year of Ascendancy at 06:28 see stats
By Skarcher the Skeleton Archer level 17
60th Haze 122nd year of Ascendancy at 16:13 see stats
By Skarcher the Skeleton Archer level 18
1st Regrowth 123rd year of Ascendancy at 18:34 see stats
By Skarcher the Skeleton Archer level 35
42nd Dusk 123rd year of Ascendancy at 10:33 see stats
By Skarcher the Skeleton Archer level 34
37th Dusk 123rd year of Ascendancy at 19:35 see stats
By Skarcher the Skeleton Archer level 30
64th Pyre 123rd year of Ascendancy at 10:43 see stats
By Skarcher the Skeleton Archer level 14
37th Haze 122nd year of Ascendancy at 15:15 see stats
By Skarcher the Skeleton Archer level 16
47th Haze 122nd year of Ascendancy at 15:17 see stats
By Skarcher the Skeleton Archer level 26
8th Pyre 123rd year of Ascendancy at 10:01 see stats
By Skarcher the Skeleton Archer level 37
70th Dusk 123rd year of Ascendancy at 21:44 see stats
By Skarcher the Skeleton Archer level 15
40th Haze 122nd year of Ascendancy at 02:41 see stats
By Skarcher the Skeleton Archer level 10
35th Dusk 122nd year of Ascendancy at 01:25 see stats
By Skarcher the Skeleton Archer level 20
7th Regrowth 123rd year of Ascendancy at 00:04 see stats
By Skarcher the Skeleton Archer level 30
56th Pyre 123rd year of Ascendancy at 10:51 see stats
By Skarcher the Skeleton Archer level 26
11st Pyre 123rd year of Ascendancy at 15:30 see stats
By Skarcher the Skeleton Archer level 12
21st Haze 122nd year of Ascendancy at 00:36 see stats
By Skarcher the Skeleton Archer level 25
65th Regrowth 123rd year of Ascendancy at 14:53 see stats
By Skarcher the Skeleton Archer level 30
56th Pyre 123rd year of Ascendancy at 20:16 see stats
By Skarcher the Skeleton Archer level 22
28th Regrowth 123rd year of Ascendancy at 17:47 see stats
By Skarcher the Skeleton Archer level 35
42nd Dusk 123rd year of Ascendancy at 15:48 see stats
By Skarcher the Skeleton Archer level 9
25th Dusk 122nd year of Ascendancy at 08:38 see stats
By Skarcher the Skeleton Archer level 18
1st Decay 122nd year of Ascendancy at 18:12 see stats
By Skarcher the Skeleton Archer level 35
41st Dusk 123rd year of Ascendancy at 02:39 see stats
By Skarcher the Skeleton Archer level 12
14th Haze 122nd year of Ascendancy at 04:08 see stats
By Skarcher the Skeleton Archer level 18
80th Haze 122nd year of Ascendancy at 19:00 see stats
By Skarcher the Skeleton Archer level 24
57th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Skarcher the Skeleton Archer level 15
39th Haze 122nd year of Ascendancy at 01:00 see stats
By Skarcher the Skeleton Archer level 38
78th Dusk 123rd year of Ascendancy at 03:31 see stats
By Skarcher the Skeleton Archer level 33
2nd Dusk 123rd year of Ascendancy at 11:27 see stats
Log
Skarcher shrugs off the effect 'Stunned'!
Orc high pyromancer's cleansing fire area effect hits Skarcher for 20 fire damage.
Storm wyrm's Tornado hits Skarcher for (91 absorbed), 0 lightning, (15 absorbed), 73 physical (73 total damage).
Storm wyrm's Tornado hits Venom drake hatchling for 113 lightning, 103 physical (216 total damage).
Xiwen the black mamba rushes out!
Xiwen the black mamba hits Skarcher for 125 mind, 37 physical, 32 lightning, 121 mind, 37 physical, 32 lightning (384 total damage).
Storm wyrm's armour is more intact.
Large white snake's armour is more intact.
Xiwen the black mamba's Beyond the Flesh misses Skarcher.
Skarcher's Rune: Shielding has been disrupted by anti-magic forces!
Storm drake's armour is more intact.
Maim from Skarcher hits Large white snake for 16 physical damage.
Maim from Skarcher hits Storm drake for 16 physical damage.
Bleeding from Skarcher hits Storm wyrm for 1 physical damage.
Bleeding from Skarcher hits Orc high pyromancer for 2 physical damage.
Bleeding from Skarcher hits Storm drake for 1 physical damage.
Maim from Skarcher hits Storm wyrm for 15 physical damage.
Maim from Skarcher hits Orc high pyromancer for 16 physical damage.
Bleeding from Skarcher hits Large white snake for 1 physical damage.
Storm wyrm misses Skarcher.
Storm wyrm is back to normal.
Burning Shock from Orc high pyromancer hits Skarcher for 14 fire damage.
Orc high pyromancer's cleansing fire area effect hits Skarcher for 20 fire damage.
Orc high pyromancer's cleansing fire area effect hits Xiwen the black mamba for 35 fire damage.
Orc high pyromancer's Void Blast hits Xiwen the black mamba for 83 arcane damage.
Xiwen the black mamba uses Telekinetic Smash.
Skarcher is recovering from the damage!
Skarcher loses sight!
Skarcher reacts to an attack from Something, mitigating the blow!.
Saving game...