









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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:
Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 14 / 4% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 42 (base 39) |
| Constitution | 11 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 306/306 |
| Stamina | 156/156 |
| Healing Factor | 1.3082872928177 |
| Regeneration | 4.2519337016575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 47.588041044944 |
| See Invisible | 47.588041044944 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 55 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Temporal | +6% |
| Physical | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 4 |
| Physical Save | 22 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 24%( 70%) |
| Blight | + 20%( 70%) |
| Nature | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
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 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Trained Reactions |
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 |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Dimquencher the quiver of elm arrows (15/15, 15.5-21.7 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 15.5 - 21.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 15 Ranged+ +14 cold +24 darkness On Hit.r1 +4 darkness On Crit.r2 +9 cold On Hit: * 20% chance to inflict 15% damage reduction Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Durybar0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% temporal ----- def ----- Resists +9% temporal Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.08 Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +23.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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. |
| Main armor | rough leather armour of temporal resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% temporal A suit of armour made of leather. |
| Cloak | enveloping cashmere cloak of battle (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +7 (+4 eff.) Fatigue -4% Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
sun infusion (rad 6; power 20; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 10% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (67 cold damage; freeze 3 turns with power 30)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 66.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 30 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 104 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +21% Amulets can have magical properties. |
restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
gold ring of arcana(+0.18/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +28% ---------- misc Mana/turn +0.18 Rings can have magical properties. |
savior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
warrior's steel ring of aether (+13%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +13% arcane ----- def ----- Armour +4 Resists +13% arcane Rings can have magical properties. |
steel battleaxe (23.5-35.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 23.5 - 35.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel dagger (14-18.2 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 14.0 - 18.2 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
inquisitor's steel greatmaul of erosion (25.5-38.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature/Disrupt Power 25.5 - 38.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 temporal +9 nature On Hit: * 16 arcane resource burn On Crit: * burns latent spell energy Massive two-handed mauls. |
iron greatsword of massacre (24-38.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel longsword of massacre (23.5-32.9 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Ebonyripper the vined mindstar (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +16 darkness On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +2% Mind.pwr +9 (+5 eff.) Res.pen +10% darkness Melee Ret 8 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature On Melee Ret: * Slows global speed by 4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
runic cured leather sling of recursion4.0 T2 sling 1H weapon [Ego++] Arcane Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +6% arcane Slings are used to hurl stones or metal shots at your foes. |
ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe of erosion (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature +5 temporal While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% One-handed war axes. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
hardened leather belt 'Strikepunish'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +10 (+10 eff.) Res.pen +10% lightning +10% blight ----- def ----- Spell.save +6 (+3 eff.) HP.reg +1.30 Heal.mod +13% ---------- misc Max.vim +30.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Cameyandil the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +6% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +6% darkness +26% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Singebearer (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Crit.mult +15.00% Res.pen +20% fire Phasing +10% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% lightning ---------- misc Mana/turn +0.08 A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% cold A suit of armour made of mail. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Blazegrit the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% lightning On Hit (Melee): * Slows global speed by 30% * 15% chance to daze at end of turn ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +3% nature Max.HP +24.00 A suit of armour made of metal plates. |
icy iron shield (4 def, 2 armour, 20.5 block)7.0 T1 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of accuracy (24/24, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 24 Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elm arrows of vileness (22/22, 11.5-16.1 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 11.5 - 16.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 22 Rld cld 3 Ranged+ +8 blight On Hit: * 11% chance to disease Arrows are used with bows to pierce your foes to death. |
9 agate0.0 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. |
aquamarine0.0 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. |
opal0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 44.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 44.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 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. |
psionic steel torque of thermal psionic shield [power 43] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 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. |
quick ash wand of trap destruction [power 34] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Disarm traps (34 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 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. |
8 zircon0.0 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By DelknaCoAr the Cornac Archer level 13
16th Dusk 122nd year of Ascendancy at 12:31 see stats
Level 10
Got a character to level 10.By DelknaCoAr the Cornac Archer level 10
4th Flare 122nd year of Ascendancy at 21:46 see stats
The Arena
Unlocked Arena mode.By DelknaCoAr the Cornac Archer level 9
9th Mirth 122nd year of Ascendancy at 14:22 see stats
The secret city
Discovered the truth about mages.By DelknaCoAr the Cornac Archer level 7
79th Pyre 122nd year of Ascendancy at 22:09 see stats
Log
You pickup 0.75 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the south (assassin)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (assassin)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (assassin)).
DelknaCoAr shoots!
Assassin starts to bleed.
Assassin resists the mind attack!
DelknaCoAr's Shoot hits Assassin for 133 physical, 3 mind, 14 cold, 24 darkness, 4 darkness (178 total damage).
Bleeding from DelknaCoAr hits Assassin for 11 physical damage.
Bleeding from DelknaCoAr killed Assassin!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Talent Steady Shot is ready to use.
You pickup 0.80 gold pieces.
You pickup 0.75 gold pieces.
DelknaCoAr picks up (n.): steel longsword of massacre (23.5-32.9 power, 3 apr).
There is a next level here (press '' or right click to use).
Ran for 92 turns (stop reason: at exit).
DelknaCoAr deactivates Trained Reactions.
DelknaCoAr activates Trained Reactions.
DelknaCoAr deactivates Trained Reactions.

































































































