Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
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 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/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:
Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 33 / 91% |
Size | medium |
Lifes / Deaths | Killed by Uthisi the wretchling at level 31 on the 3rd Decay 122nd year of Ascendancy at 02:51 / 2Killed by Silotha the orc assassin at level 33 on the 2nd Allure 123rd year of Ascendancy at 18:30 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 80 (base 60) |
Constitution | 11 (base 10) |
Magic | 23 (base 19) |
Willpower | 25 (base 10) |
Cunning | 20 (base 12) |
Resources
Life | -146/706 |
Stamina | 143/152 |
Healing Factor | 1.7382872928177 |
Regeneration | 3.1289171270719 |
Speed
Mental | +30% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 146 |
Accuracy | 72 |
Crit Chance | 27% |
APR | 10 |
Speed | 0.62 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 14% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 16 (85.376569037657%) |
Defense | 50 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
All | + 5%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Confusion Resistance | 15% |
Disarm Resistance | 5% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 67% |
Inscriptions (3/3)
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 360% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 218 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 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Secrets of the Eternals |
talent | Trained Reactions |
talent | Piercing Ammunition |
detrimental effect | The target is poisoned, taking 22.15 nature damage per turn. Deadly Poison |
beneficial effect | Increases attack speed by 15%. Bullseye |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Ce'Nemina the large white snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emoda the cold drake hatchling. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 687. | 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: * You've found the needed pouch of luminous horror dust. * You've found the needed faerlhing fang. * You've found the needed sandworm tooth. 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 length of troll intestine. * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 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 | pair of dwarven-steel boots 'Nozilador' (0 def, 11 armour) pair of dwarven-steel boots 'Nozilador' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +7 Str / +4 Dex / +4 Wil Changes damage: +12% temporal Grants telepathy: Humanoid/Orc Infravision radius: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | deadly quiver of yew arrows of crippling (17/19, 152% power, 10 apr) deadly quiver of yew arrows of crippling (17/19, 152% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +14.0% Capacity: 19 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Filthripper the hardened leather cap (6 def, 10 armour) Filthripper the hardened leather cap (6 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Dex Changes resistances: +10% nature / +5% all Changes resistances penetration: +15% nature Changes damage: +9% mind / +9% arcane / +6% nature Physical save: +10 (+5 eff.) Spell save: +7 (+4 eff.) Mental save: +20 (+10 eff.) Maximum life: +69.00 Healing mod.: +22% A cap made of leather. |
Tool | Gilaith the iron pickaxe (dig speed 36 turns) Gilaith the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +6% lightning / +9% cold / +3% nature Spell save: +3 (+2 eff.) Disarm immunity: +5% Confusion immunity: +5% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Magmahunt MagmahuntCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -7% Changes stats: +4 Str Changes damage: +12% fire Maximum encumbrance: +28 Life regen: +0.40 Maximum stamina: +20.00 Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | elven-wood longbow 'Baredin' elven-wood longbow 'Baredin'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +23 lightning / +21 fire Burst (radius 2) on crit: +2 mind / +6 physical When wielded/worn: Changes stats: +1 Dex Changes resistances penetration: +14% temporal / +19% physical Changes damage: +21% lightning / +20% fire / +14% temporal / +18% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
On hands | Glutta the dwarven-steel gauntlets (0 def, 9 armour) Glutta the dwarven-steel gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 28 mind / 10 physical / 28 darkness / 11 fire Changes resistances: +7% fire / +6% temporal Changes damage: +6% physical / +7% fire Physical save: +12 (+6 eff.) Mental save: -10 (-7 eff.) Silence immunity: +10% Only die when reaching: -80.00 life Mindpower: +6 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Xerytira the Shockknave (3 def, 6 armour) Xerytira the Shockknave (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +10% lightning Physical save: +3 (+2 eff.) Mental save: +12 (+6 eff.) Life regen: +1.00 Stamina each turn: +0.40 Maximum life: +40.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +21% A suit of armour made of leather. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 48 power out of 60/60) : Effective talent level: 1.2 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 79.45 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Layeriabeth the steel amulet Layeriabeth the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +10 Dex / +4 Cun / +1 Con Changes resistances: +17% temporal Pinning immunity: +23% Knockback immunity: +27% Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 399 over 5 turns) regeneration infusion of the duelist (heal 399 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Dexterity 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. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Glorynne the Blazecast Glorynne the BlazecastInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +18% darkness / +22% cold Changes resistances penetration: +5% fire Changes damage: +11% cold / +3% fire Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +9 Defense: +11 (+4 eff.) Changes stats: +4 Dex Changes resistances: +3% physical Changes resistances penetration: +15% nature Mental save: +7 (+4 eff.) Confusion immunity: +20% Knockback immunity: +10% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Erelobar' (135% power, 4 apr)dwarven-steel waraxe 'Erelobar' (135% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% darkness / +4% physical Mental save: +30 (+15 eff.) Blindness immunity: +25% Disarm immunity: +20% Confusion immunity: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of carryinggrounding hardened leather belt of carrying Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +10% lightning / +8% temporal Maximum encumbrance: +32 A belt that goes around your waist. |
cashmere cloak 'Duskwreath' (2 def, 0 armour) cashmere cloak 'Duskwreath' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 20 temporal Changes stats: +3 Str / +2 Con Changes resistances penetration: +5% temporal Changes damage: +9% darkness / +6% temporal Critical mult.: +16.00% Stealth bonus: +9 Physical save: +11 (+6 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Glowkiss' (0 def, 16 armour)dwarven-steel gauntlets 'Glowkiss' (0 def, 16 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 Armour Hardiness: +11% Changes stats: +5 Con Changes resistances: +12% light / +7% physical Changes resistances penetration: +5% temporal Changes damage: +18% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Aruhir (0 def, 3 armour) Aruhir (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +7 Str / +1 Mag / +3 Wil / +3 Cun / +2 Con Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+6 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Getuntir the Willowwrest (33/42, 156% power, 10 apr) Getuntir the Willowwrest (33/42, 156% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 157% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 42 On weapon hit: * 10% chance to crush the target Damage (Ranged): +11 gravity Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
51 alchemist agate 51 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe (dig speed 27 turns)dwarven-steel pickaxe (dig speed 27 turns) 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe 'Lavaspiker' (dig speed 16 turns)dwarven-steel pickaxe 'Lavaspiker' (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 fire Changes stats: +2 Str Changes resistances: +6% temporal / +9% fire Changes resistances penetration: +10% temporal Changes damage: +15% fire / +12% temporal Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level. dreamer's alchemist's lamp of the sundreamer's alchemist's lamp of the sun Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% darkness Changes damage: +8% light Damage affinity(heal): +5% light Mental save: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +7% Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 21.16 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: 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 80% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)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 162 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 Chest 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. |
Achievements
By Muh Leaves Tide the Shalore Archer level 32
8th Decay 122nd year of Ascendancy at 02:36 see stats
By Muh Leaves Tide the Shalore Archer level 24
42nd Haze 122nd year of Ascendancy at 03:27 see stats
By Muh Leaves Tide the Shalore Archer level 9
1st Flare 122nd year of Ascendancy at 21:51 see stats
By Muh Leaves Tide the Shalore Archer level 30
80th Haze 122nd year of Ascendancy at 09:45 see stats
By Muh Leaves Tide the Shalore Archer level 21
32nd Haze 122nd year of Ascendancy at 21:56 see stats
By Muh Leaves Tide the Shalore Archer level 22
33rd Haze 122nd year of Ascendancy at 10:45 see stats
By Muh Leaves Tide the Shalore Archer level 20
13rd Haze 122nd year of Ascendancy at 18:36 see stats
By Muh Leaves Tide the Shalore Archer level 10
3rd Dusk 122nd year of Ascendancy at 22:15 see stats
By Muh Leaves Tide the Shalore Archer level 20
13rd Haze 122nd year of Ascendancy at 17:07 see stats
By Muh Leaves Tide the Shalore Archer level 30
79th Haze 122nd year of Ascendancy at 09:59 see stats
By Muh Leaves Tide the Shalore Archer level 16
45th Dusk 122nd year of Ascendancy at 19:37 see stats
By Muh Leaves Tide the Shalore Archer level 21
32nd Haze 122nd year of Ascendancy at 19:19 see stats
By Muh Leaves Tide the Shalore Archer level 8
7th Mirth 122nd year of Ascendancy at 16:59 see stats
By Muh Leaves Tide the Shalore Archer level 9
10th Flare 122nd year of Ascendancy at 01:55 see stats
By Muh Leaves Tide the Shalore Archer level 21
22nd Haze 122nd year of Ascendancy at 14:29 see stats
By Muh Leaves Tide the Shalore Archer level 14
12nd Dusk 122nd year of Ascendancy at 20:14 see stats
By Muh Leaves Tide the Shalore Archer level 31
3rd Decay 122nd year of Ascendancy at 02:51 see stats
By Muh Leaves Tide the Shalore Archer level 31
5th Decay 122nd year of Ascendancy at 06:51 see stats
Log
Muh Leaves Tide uses Headshot.
Silotha the orc assassin uses Steady Shot.
Silotha the orc assassin deactivates Stealth.
Silotha the orc assassin starts to bleed.
Silotha the orc assassin's armour is damaged!
Silotha the orc assassin's armour is punctured!
Silotha the orc assassin is maimed!
Piercing Ammunition hits Silotha the orc assassin for 34 physical damage.
Muh Leaves Tide's Shoot hits Silotha the orc assassin for 196 physical, 21 lightning, 25 fire (242 total damage).
Muh Leaves Tide reacts to an attack from Silotha the orc assassin's Steady Shot, mitigating the blow!.
Muh Leaves Tide resists the mind attack!
Muh Leaves Tide is poisoned!
Silotha the orc assassin's Steady Shot hits Muh Leaves Tide for (96 reacted , -5 stam), 228 physical, 0 mind, 0 darkness (228 total damage).
Muh Leaves Tide uses Headshot.
Talent Steady Shot is ready to use.
Silotha the orc assassin is recovering from the damage!
Bleeding from Muh Leaves Tide hits Silotha the orc assassin for 20 physical damage.
Maim from Muh Leaves Tide hits Silotha the orc assassin for 34 physical damage.
Piercing Ammunition hits Silotha the orc assassin for 34 physical damage.
Muh Leaves Tide's Headshot hits Silotha the orc assassin for 387 physical, 26 lightning, 30 fire (443 total damage).
Deadly Poison from Silotha the orc assassin hits Muh Leaves Tide for 16 nature damage.
Muh Leaves Tide shoots!
Silotha the orc assassin uses Headshot.
Silotha the orc assassin's Headshot performs a ranged critical strike against Muh Leaves Tide!
Muh Leaves Tide reacts to an attack from Silotha the orc assassin's Headshot, mitigating the blow!.
Silotha the orc assassin roars triumphantly.
Saving game...