










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 30 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Ivelralle the rattlesnake at level 18 on the 46th Haze 122nd year of Ascendancy at 18:45 0 / 6Killed by war hound at level 18 on the 46th Haze 122nd year of Ascendancy at 20:27 Killed by skeleton mage at level 23 on the 54th Haze 122nd year of Ascendancy at 05:56 Killed by Betath the crimson ooze at level 24 on the 63rd Haze 122nd year of Ascendancy at 00:59 Killed by Iviwyn the forest wight at level 29 on the 6th Regrowth 123rd year of Ascendancy at 06:54 Killed by orc necromancer at level 30 on the 8th Regrowth 123rd year of Ascendancy at 01:37 |
Primary Stats
| Strength | 65 (base 38) |
| Dexterity | 67 (base 60) |
| Constitution | 36 (base 32) |
| Magic | 15 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 790/790 |
| Stamina | 158/158 |
| Healing Factor | 1.2893203883495 |
| Regeneration | 18.445925622305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 12 |
| Infravision | 8 |
| See Stealth | 28.894014938291 |
| See Invisible | 34.894014938291 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 63 |
| Crit Chance | 12% |
| APR | 30 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Darkness | +6% |
| Light | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +31% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 48 (49.309173272933%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 34 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 40%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 25% |
| Instadeath Resistance | 100% |
| Silence Resistance | 25% |
| Poison Resistance | 10% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 311 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 and cleanse 1 wound and 1 poison effect. 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 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Piercing Ammunition |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 18%. Concealment |
Quests
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 97. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | 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! | active |
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 |
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 | Ragiran (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness / +6% temporal / +12% nature / +3% light Spell save: +3 (+2 eff.) Hate when firing a critical mind attack: +3.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Frost Treads. |
| Quiver | Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. This item has been sent to the Item's Vault. |
| Light source | Zubyyata the AirbenderInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 darkness / 20 lightning Changes resistances penetration: +10% lightning Changes damage: +6% darkness Maximum life: +45.00 Light radius: +2 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. |
| On head | dwarven-steel helm 'Mucktooth' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +7 Str / +5 Dex / +2 Wil Changes resistances: +15% darkness / +9% nature Light radius: +3 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Helm of the Dwarven Emperors. |
| Tool | Zubyldana (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +6% nature / +6% acid Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Poison immunity: +10% Cut immunity: +25% Silence immunity: +25% Maximum life: +45.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Bethema the DaybileCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +2 Dex / +8 Wil / +6 Cun Reduces incoming crit damage: 5.00% Physical save: +7 (+2 eff.) Spell save: +9 (+5 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.40 Mindpower: +12 (+6 eff.) Light radius: +2 Rings can have magical properties. |
| Around waist | reinforced rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +6 Defense: +6 (+2 eff.) Critical mult.: +5.00% Physical save: +11 (+3 eff.) A belt that goes around your waist. |
| In main hand | Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. This item has been sent to the Item's Vault. This object's appearance was changed to Merkul's Second Eye. |
| On hands | Blindwilter (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +7 Str / +4 Mag Changes damage: +6% light Grants telepathy: Demon/Minor Demon/Major Life regen: +2.60 Stamina each turn: +1.10 Maximum stamina: +18.00 Light radius: +3 Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Spellhunt Remnants. |
| Main armor | cured leather armour 'Ichorstrider' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 4 nature Changes stats: +1 Mag Changes resistances: +5% mind / +16% cold Spell save: +6 (+3 eff.) Mental save: +11 (+5 eff.) Life regen: +3.60 Mana when firing critical spell: +1.00 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of leather. This object's appearance was changed to The Untouchable. |
| Cloak | Unrugund (2 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +14 Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +17% cold Changes resistances penetration: +10% physical Critical mult.: +3.00% Physical save: +9 (+3 eff.) Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wind's Whisper. |
| Around neck | MayurewynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +4 Changes stats: +4 Wil Only die when reaching: -60.00 life Maximum life: +20.00 See invisible: +6 Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (+9 for 8 turns, die at -500)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. While Heroism is active, you will only die when reaching -500 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 448 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 23%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
BetylaithPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +6 Con Changes resistances: +3% nature / +18% temporal Changes damage: +8% blight / +8% fire Critical mult.: +12.00% Physical save: +6 (+2 eff.) Pinning immunity: +33% Knockback immunity: +45% Life regen: +0.30 Stamina each turn: +0.60 Spellpower: +7 (+6 eff.) Movement speed: +10% Amulets can have magical properties. |
Gunusin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +4.0% Armour: +4 Damage when hit (Melee): 16 physical Changes stats: +2 Dex / +3 Con Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
Salona the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Dex / +3 Con Changes resistances: +22% acid Changes damage: +11% acid Maximum stamina: +20.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
HealsageRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 40% Damage (Ranged): +17 lightning When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +3 Con Changes resistances: +6% nature Changes damage: +15% lightning / +3% nature Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 78 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
linen cloak 'Ashvein' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 20 fire Changes resistances penetration: +20% nature / +20% fire Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Saledassra the Firekarma (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% fire Changes resistances penetration: +20% fire Changes damage: +12% mind Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethodawen the rough leather cap (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +4 Str / +2 Wil / +1 Con Physical save: +11 (+3 eff.) Life regen: +0.80 Healing mod.: +10% A cap made of leather. |
Lisymira the hardened leather armour (11 def, 11 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 20 acid Changes stats: +4 Str / +5 Dex / +4 Mag / +3 Cun Changes resistances: +15% acid Changes resistances penetration: +15% acid Mental save: +13 (+6 eff.) A suit of armour made of leather. |
Tarroldir (2 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +7% acid / +18% fire / +6% cold Allows you to breathe in: water Physical save: +6 (+2 eff.) Maximum life: +20.00 A suit of armour made of leather. |
Cyroda (21/21, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 12% * leeches stamina from the target Damage (Ranged): +28 acid Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
Emora (21/21, 20-28 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 40% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Damage (Ranged): +20 acid / +12 bleed / +24 mind Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Chargepulverizer' (16/16, 42.5-59.5 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 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: 16 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 25% chance to put talents on cooldown * 25% chance to remove a magical effect Damage (Ranged): +34 nature / +17 temporal Arrows are used with bows to pierce your foes to death. |
296 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 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. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 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." |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tiari the Cornac Archer level 16
42nd Dusk 122nd year of Ascendancy at 22:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tiari the Cornac Archer level 23
54th Haze 122nd year of Ascendancy at 08:21 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tiari the Cornac Archer level 27
6th Decay 122nd year of Ascendancy at 12:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tiari the Cornac Archer level 10
5th Flare 122nd year of Ascendancy at 16:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tiari the Cornac Archer level 20
48th Haze 122nd year of Ascendancy at 16:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Tiari the Cornac Archer level 30
6th Regrowth 123rd year of Ascendancy at 16:39 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tiari the Cornac Archer level 16
77th Dusk 122nd year of Ascendancy at 02:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Tiari the Cornac Archer level 30
6th Regrowth 123rd year of Ascendancy at 18:38 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Tiari the Cornac Archer level 23
54th Haze 122nd year of Ascendancy at 07:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tiari the Cornac Archer level 12
19th Dusk 122nd year of Ascendancy at 08:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tiari the Cornac Archer level 22
54th Haze 122nd year of Ascendancy at 01:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tiari the Cornac Archer level 16
42nd Dusk 122nd year of Ascendancy at 22:08 see stats
Log
You gain 18.72 gold from the transmogrification of Neralaith the Singerage (0 def, 4 armour).
You gain 16.37 gold from the transmogrification of Bethetta the Lightninggrit (0 def, 2 armour).
You gain 0.20 gold from the transmogrification of pair of hardened leather boots (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of pair of dwarven-steel boots 'Aerelle' (0 def, 4 armour).
You gain 0.20 gold from the transmogrification of cashmere cloak (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Emuldaba (2 def, 0 armour).
You gain 0.43 gold from the transmogrification of grounding hardened leather belt.
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (22.5-31.5 power, 4 apr).
You gain 23.91 gold from the transmogrification of Lightningwake the dwarven-steel waraxe (22.5-31.5 power, 4 apr).
You gain 23.92 gold from the transmogrification of Isluriama (20.5-28.7 power, 4 apr).
You gain 3.14 gold from the transmogrification of steady hardened leather sling of cold.
You gain 24.76 gold from the transmogrification of thorny mindstar 'Murksweep' (9-9.9 power, 24 apr, mind damage).
You gain 22.12 gold from the transmogrification of Aneromirab the dwarven-steel longsword (30.5-42.7 power, 4 apr).
You gain 3.80 gold from the transmogrification of mighty yew longbow of fire.
You gain 23.52 gold from the transmogrification of dwarven-steel greatsword 'Kindlebrand' (39.5-63.2 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (27-40.5 power, 2 apr).
You gain 25.00 gold from the transmogrification of Brodurim (40.5-60.75 power, 2 apr).
You gain 18.16 gold from the transmogrification of Sparkshaper (18-23.4 power, 7 apr).
You gain 25.00 gold from the transmogrification of steel battleaxe 'Prismhunger' (23.5-35.25 power, 2 apr).
You gain 0.25 gold from the transmogrification of gold ring.
You gain 1.00 gold from the transmogrification of wild infusion (resist 12%; cure physical).
You gain 2.08 gold from the transmogrification of insidious poison infusion of the duelist (31 nature damage, 35% healing reduction).
You gain 0.65 gold from the transmogrification of healing infusion (heal 53).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Tiari deactivates Aim.
Tiari deactivates Concealment.
Tiari deactivates Trained Reactions.
Tiari deactivates Intuitive Shots.
Tiari deactivates Piercing Ammunition.






























































































