










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
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:
Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 38 / 68% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 24 on the 4th Pyre 123rd year of Ascendancy at 22:36 3 / 4Killed by Isariavena the fire drake hatchling at level 25 on the 40th Pyre 123rd year of Ascendancy at 17:56 Killed by orc cryomancer at level 37 on the 70th Haze 123rd year of Ascendancy at 08:12 Killed by orc pyromancer at level 38 on the 35th Regrowth 124th year of Ascendancy at 11:58 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 78 (base 60) |
Constitution | 69 (base 60) |
Magic | 23 (base 10) |
Willpower | 17 (base 10) |
Cunning | 66 (base 38) |
Resources
Life | 989/989 |
Mana | 237/357 |
Stamina | 126/126 |
Healing Factor | 1.5302928870293 |
Regeneration | 2.8310418410042 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 73.972855452493 |
See Invisible | 78.972855452493 |
Offense: Mainhand
Damage | 106 |
Accuracy | 67 |
Crit Chance | 53% |
APR | 34 |
Speed | 0.80 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Physical | +22% |
Cold | +11% |
All | +2% |
Darkness | +15% |
Light | +14% |
Temporal | +31% |
Fire | +24% |
Lightning | +15% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +49% |
Temporal | +27% |
Defense: Base
Armour (hardiness) | 30 (70.376569037657%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 28 |
Mental Save | 47 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 29%( 70%) |
Physical | + 29%( 70%) |
Cold | + 43%( 70%) |
All | + 18%( 70%) |
Lightning | + 49%( 70%) |
Light | + 18%( 70%) |
Temporal | + 28%( 70%) |
Fire | + 58%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 6 for 10 turns. While Heroism is active, you will only die when reaching -508 life. 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Trained Reactions |
talent | Intuitive Shots |
talent | Piercing Ammunition |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by greater multi-hued wyrm. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +2. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 unlocked the hall of reflections. * 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: 233. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin 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 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 within3 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | ![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+5 eff.) Mind.save +13 (+4 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego++] Arcane/Master Power 45.0 - 63.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +13.5% Capacity 18 Ranged+ +23 blight On Hit: 10% Epidemic 4 On Hit: * 17% chance to disease On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) Blind- +32% Confus- +15% ---------- misc Light +7 See.Stealth +12 See.Invis +17 Track: Puts all charms on 36 cooldown Level 5.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +13% lightning +12% fire Res.pen +5% lightning +15% temporal Melee Ret 8 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +18% fire Mind.save +16 (+5 eff.) Confus- -20% Fear- -20% Def/telep +10 Res/telep +10% Dur/telep +10% Hateful Whisper: Puts all charms on 14 cooldown Level 4.0 Pwr.cost 14 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 96 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +5 Dex dps ---------- Melee+ 9 bleed Ranged+ 11 bleed Acc +6 (+2 eff.) Melee Ret 20 physical On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Armour +6 Die.at -40.00 life ---------- misc Stam/turn +0.60 Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +14% fire +19% lightning +18% cold Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +9 Defense +8 (+3 eff.) Phys.save +16 (+5 eff.) Mind.save +8 (+2 eff.) Max.HP +51.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +5 Mag dps ---------- Phys.crit +14.0% Dmg.mod +14% temporal +14% physical Res.pen +12% temporal +14% physical Acc +20 (+5 eff.) ---------- misc Reload +5 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +7 Dex +7 Cun dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Phys.save +11 (+3 eff.) ---------- misc Cooldown Double Strike -1 Steady Shot: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 30% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) Dmg.mod +13% acid +6% physical +12% light +10% fire +13% darkness +9% cold ----- def ----- Defense +3 (+1 eff.) Resists +14% acid +14% physical +17% fire +13% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +15% temporal Melee Ret 16 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +14% blight +12% temporal +15% nature HP.reg +1.60 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 285.58 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +18% physical Acc +14 (+4 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +18% mind ----- def ----- Defense +3 (+1 eff.) Resists +18% mind +9% fire Spell.save +15 (+8 eff.) Confus- +15% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +21.00% ----- def ----- Armour +7 Defense +10 (+4 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +27% fire Die.at -40.00 life HP.reg +0.80 A suit of armour made of leather. |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Psionic Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +8 acid +17 darkness Against +20% Living On Hit: * 40% chance to cause random gloom * 40% chance to disease * 25% chance to put talents on cooldown On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 90 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight +3% light +9% lightning ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 23/30 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By That was that moment the Cornac Archer level 33
60th Dusk 123rd year of Ascendancy at 10:28 see stats
By That was that moment the Cornac Archer level 27
68th Pyre 123rd year of Ascendancy at 22:57 see stats
By That was that moment the Cornac Archer level 33
12nd Dusk 123rd year of Ascendancy at 13:33 see stats
By That was that moment the Cornac Archer level 37
40th Haze 123rd year of Ascendancy at 04:16 see stats
By That was that moment the Cornac Archer level 1
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By That was that moment the Cornac Archer level 36
36th Haze 123rd year of Ascendancy at 06:24 see stats
By That was that moment the Cornac Archer level 12
2nd Haze 122nd year of Ascendancy at 19:05 see stats
By That was that moment the Cornac Archer level 35
21st Haze 123rd year of Ascendancy at 11:37 see stats
By That was that moment the Cornac Archer level 21
21st Regrowth 123rd year of Ascendancy at 23:27 see stats
By That was that moment the Cornac Archer level 21
56th Regrowth 123rd year of Ascendancy at 13:23 see stats
By That was that moment the Cornac Archer level 20
19th Regrowth 123rd year of Ascendancy at 13:19 see stats
By That was that moment the Cornac Archer level 28
10th Mirth 123rd year of Ascendancy at 18:10 see stats
By That was that moment the Cornac Archer level 33
57th Dusk 123rd year of Ascendancy at 10:49 see stats
By That was that moment the Cornac Archer level 27
68th Pyre 123rd year of Ascendancy at 23:29 see stats
By That was that moment the Cornac Archer level 10
3rd Summertide 122nd year of Ascendancy at 20:13 see stats
By That was that moment the Cornac Archer level 20
2nd Regrowth 123rd year of Ascendancy at 06:23 see stats
By That was that moment the Cornac Archer level 30
3rd Dusk 123rd year of Ascendancy at 13:37 see stats
By That was that moment the Cornac Archer level 28
8th Flare 123rd year of Ascendancy at 04:14 see stats
By That was that moment the Cornac Archer level 12
27th Dusk 122nd year of Ascendancy at 19:38 see stats
By That was that moment the Cornac Archer level 25
11st Pyre 123rd year of Ascendancy at 14:46 see stats
By That was that moment the Cornac Archer level 25
40th Pyre 123rd year of Ascendancy at 18:54 see stats
By That was that moment the Cornac Archer level 35
21st Haze 123rd year of Ascendancy at 15:48 see stats
By That was that moment the Cornac Archer level 7
79th Pyre 122nd year of Ascendancy at 03:55 see stats
By That was that moment the Cornac Archer level 27
68th Pyre 123rd year of Ascendancy at 22:57 see stats
By That was that moment the Cornac Archer level 18
75th Haze 122nd year of Ascendancy at 12:44 see stats
By That was that moment the Cornac Archer level 12
47th Dusk 122nd year of Ascendancy at 22:26 see stats
By That was that moment the Cornac Archer level 38
71st Regrowth 124th year of Ascendancy at 18:22 see stats
By That was that moment the Cornac Archer level 30
6th Dusk 123rd year of Ascendancy at 00:08 see stats
By That was that moment the Cornac Archer level 20
2nd Regrowth 123rd year of Ascendancy at 12:13 see stats
By That was that moment the Cornac Archer level 32
11st Dusk 123rd year of Ascendancy at 12:30 see stats
Log
Talent Concealment is ready to use.
Today is the 72nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
That was that moment deactivates Intuitive Shots.
That was that moment deactivates Piercing Ammunition.
That was that moment deactivates Aim.
That was that moment deactivates Trained Reactions.