











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.2This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 29 / 11% |
Size | medium |
Lifes / Deaths | Killed by Salydath the skeleton warrior at level 29 on the 9th Allure 123rd year of Ascendancy at 10:20 / 1 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 75 (base 60) |
Constitution | 20 (base 10) |
Magic | 17 (base 10) |
Willpower | 30 (base 12) |
Cunning | 78 (base 55) |
Resources
Life | -190/667 |
Stamina | 7/234 |
Healing Factor | 1.1870588855781 |
Regeneration | 5.0450002637069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 40.606190251377 |
See Invisible | 40.606190251377 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 104 |
Accuracy | 54 |
Crit Chance | 32% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
All | 0% |
Physical | +23% |
Cold | +6% |
Nature | +3% |
Offense: Damage Penetration
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (69.687909656376%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 16 |
Mental Save | 44 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 21%( 70%) |
Cold | + 30%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 13%( 70%) |
Mind | + 15%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Disarm Resistance | 40% |
Bleed Resistance | 50% |
Confusion Resistance | 22% |
Silence Resistance | 43% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Poisons | 2.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 failed to protect the lost defiler from death by Yvikira the giant acid ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
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 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 T1 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% physical Apr +2 Melee Ret 2 acid ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% acid Silence- +23% Confus- +22% Stun/Frz- +23% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego++] Master/Psionic Power 61.0 - 85.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +30 Crit +11.0% Capacity 22 Proj.spd +200% Ranged+ +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) Apr +2 ----- def ----- Armour +2 Die.at -40.00 life ---------- misc Light +5 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +4% Resists +2% physical +6% mind +5% arcane Die.at -60.00 life Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% physical Acc +6 (+2 eff.) ----- def ----- Resists +11% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +11% Acc +6 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil +5 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% cold Res.pen +15% mind ----- def ----- Resists +6% mind +3% cold Mind.save +18 (+6 eff.) Max.HP +59.00 ---------- misc Mana/turn +0.27 Max.mana +32.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +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. |
On hands | ![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +5 Wil +19 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Armour +15 Defense +27 (+6 eff.) Fatigue +8% Resists +24% cold Mind.save +19 (+7 eff.) ---------- misc Equi/ret +0.04 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 8 nature ----- def ----- Defense +7 (+1 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical Heal.mod +10% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +7 Con +7 Wil dps ---------- Dmg.mod +6% nature +3% temporal Res.pen +5% all Acc +9 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Max.HP +32.00 Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * 21 arcane resource burn While equipped: Stats +2 Wil Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +4 arcane While equipped: Stats +5 Str +3 Dex +3 Mag +4 Wil +5 Cun +7 Con dps ---------- Phys.crit +8.0% Dmg.mod +6% arcane Res.pen +15% arcane +10% lightning Acc +6 (+2 eff.) Melee Ret 4 arcane ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Spell.crit +7% Spell.pwr +16 (+8 eff.) Dmg.mod +6% blight +15% physical +15% darkness +6% light ----- def ----- Resists +3% light +4% physical Phys.save +8 (+4 eff.) Spell.save +9 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Str +10 Dex +5 Mag +6 Wil +6 Cun +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +12% physical ----- def ----- Armour +4 Phys.save +9 (+5 eff.) ---------- misc Light +2 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight +11 darkness +8 arcane Against +10% Living While equipped: Stats +8 Mag dps ---------- Dmg.mod +6% cold Res.pen +25% cold ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.14 Max.mana +22.00 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +7% blight +9% all Max.HP +53.00 HP.reg +1.70 Heal.mod +12% ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Mag +2 Wil +3 Cun +6 Con ----- def ----- Armour +3 Resists +27% acid Phys.save +12 (+6 eff.) Mind.save +13 (+5 eff.) ---------- misc See.Invis +6 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 4 arcane 7 blight Dmg.mod +4% arcane +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +3% Resists +9% mind ---------- misc Stam/ret +0.90 Equi/ret +1.80 Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +1.50 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% lightning HP.reg +2.70 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +9.5% Capacity 20 Proj.spd +200% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Rare] Nature Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +2.0% Capacity 22 Proj.spd +200% Ranged+ +16 darkness +15 cold On Crit.r2 +12 lightning +12 cold While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +9% fire +15% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +3% light +12% cold Die.at -80.00 life Silence- +20% Teleport- +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 209 physical damage Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +6% blight ----- def ----- Spell.save +12 (+8 eff.) ---------- misc Mana/turn +0.08 See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Generic Elf Archer the Thalore Archer level 27
3rd Decay 122nd year of Ascendancy at 19:43 see stats
By Generic Elf Archer the Thalore Archer level 24
47th Dusk 122nd year of Ascendancy at 12:54 see stats
By Generic Elf Archer the Thalore Archer level 27
6th Allure 123rd year of Ascendancy at 09:28 see stats
By Generic Elf Archer the Thalore Archer level 25
10th Haze 122nd year of Ascendancy at 07:23 see stats
By Generic Elf Archer the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 07:39 see stats
By Generic Elf Archer the Thalore Archer level 20
13rd Dusk 122nd year of Ascendancy at 00:57 see stats
By Generic Elf Archer the Thalore Archer level 22
31st Dusk 122nd year of Ascendancy at 06:26 see stats
By Generic Elf Archer the Thalore Archer level 13
8th Mirth 122nd year of Ascendancy at 02:49 see stats
By Generic Elf Archer the Thalore Archer level 27
5th Decay 122nd year of Ascendancy at 00:22 see stats
By Generic Elf Archer the Thalore Archer level 13
10th Mirth 122nd year of Ascendancy at 03:28 see stats
By Generic Elf Archer the Thalore Archer level 21
19th Dusk 122nd year of Ascendancy at 15:33 see stats
By Generic Elf Archer the Thalore Archer level 15
1st Flare 122nd year of Ascendancy at 07:01 see stats
Log
Arobremina the skeleton magus misses Generic Elf Archer.
Melee retaliation hits Arobremina the skeleton magus for 2 acid, 7 nature, 2 acid, 7 nature (17 total damage).
Arobremina the skeleton magus hits Generic Elf Archer for (40 reacted , -5 stam), 81 physical, (42 reacted , -5 stam), 84 physical (165 total damage).
Salydath the skeleton warrior's Shoot misses Generic Elf Archer.
Salydath the skeleton warrior's Shoot misses Generic Elf Archer.
You are unable to move!
Generic Elf Archer shoots!
Generic Elf Archer is silenced and cannot use Arcane Eye.
Arobremina the skeleton magus is magically poisoned!
Arobremina the skeleton magus resists the vile poison!
Generic Elf Archer's Shoot hits Arobremina the skeleton magus for (28 parried), 113 physical, 38 physical, 18 arcane (169 total damage).
Salydath the skeleton warrior shoots!
Garrote from Arobremina the skeleton magus strangles Generic Elf Archer!
Treant uses Taunt.
Treant uses Taunt.
Melee retaliation hits Arobremina the skeleton magus for 2 acid, 8 nature (10 total damage).
Garrote from Arobremina the skeleton magus hits Generic Elf Archer for 3 physical damage.
Arobremina the skeleton magus uses Dual Strike.
Arobremina the skeleton magus performs a melee critical strike against Treant!
Treant is cut deeply.
Treant resists the stunning strike!
Arobremina the skeleton magus performs a melee critical strike against Treant!
Treant is crippled.
Arobremina the skeleton magus hits Treant for 224 physical, 21 lightning, 14 cold, 215 physical (474 total damage).
Arobremina the skeleton magus hits Treant for 21 lightning, 14 cold (35 total damage).
Arobremina the skeleton magus hits Generic Elf Archer for 22 lightning, 11 cold (33 total damage).
Generic Elf Archer reacts to an attack from Salydath the skeleton warrior's Shoot, mitigating the blow!.
Salydath the skeleton warrior's Shoot hits Generic Elf Archer for (39 reacted , -5 stam), 78 physical (78 total damage).
Generic Elf Archer the level 29 thalore archer was hacked apart to death by Salydath the skeleton warrior on level 4 of Ruined halfling complex.