











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 18 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinariann the gloomy great wolf at level 9 on the 13rd Dusk 122nd year of Ascendancy at 17:49 0 / 6Killed by Xanabeth the mountain troll at level 12 on the 41st Dusk 122nd year of Ascendancy at 11:34 Killed by Elusetha the deformed giant venus flytrap at level 15 on the 49th Dusk 122nd year of Ascendancy at 23:22 Killed by Lisoma the stone troll at level 16 on the 10th Haze 122nd year of Ascendancy at 00:59 Killed by Beluba the polar bear at level 17 on the 45th Haze 122nd year of Ascendancy at 03:25 Killed by Hurdurrarchur at level 18 on the 45th Haze 122nd year of Ascendancy at 03:31 |
Primary Stats
| Strength | 24 (base 18) |
| Dexterity | 48 (base 44) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 27 (base 19) |
| Cunning | 28 (base 19) |
Resources
| Life | 365/379 |
| Stamina | 212/214 |
| Healing Factor | 1.1561497326203 |
| Regeneration | 1.4451871657753 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.549391208114 |
| See Invisible | 31.549391208114 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 49 |
| Crit Chance | 20% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +3% |
| Nature | +11% |
| Mind | +9% |
| Physical | +15% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Physical | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (38.536585365854%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 1.669446550417 |
| Physical Save | 23 |
| Spell Save | 13 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 10%( 70%) |
| Darkness | + 11%( 70%) |
| Cold | + 22%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. |
| 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 223 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 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 lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Beluba the polar bear. Escort: worried loremaster (level 1 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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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 | Singequick (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +1 Changes resistances: +9% fire / +6% cold Changes resistances penetration: +5% nature Changes damage: +3% fire / +3% cold A pair of boots made of leather. |
| Quiver | Lisawe the Galegore (18/19, 109% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Damage (Ranged): +4 mind / +8 physical Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +12 acid / +4 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | TyduranInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +25 (+7 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) Pinning immunity: +20% Light radius: +3 Healing mod.: +10% 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 | rough leather cap 'Camandil' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +3 Dex / +3 Con Critical mult.: +5.00% A cap made of leather. |
| Tool | Malagas the Chargeblast [power 194] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes resistances: +3% lightning It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Reduce fatigue by 26% for 2 turns. * Heal for 52. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Flashravage'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +22% nature / +15% acid Changes resistances penetration: +5% lightning Changes damage: +11% nature Stamina each turn: +1.00 Rings can have magical properties. |
| On fingers | warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. |
| Around waist | rough leather belt 'Gloramira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +6 Changes stats: +2 Str Changes damage: +15% physical Maximum life: +34.00 A belt that goes around your waist. |
| In main hand | elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
| On hands | restful rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Manotir the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3 Cun / +5 Wil Changes resistances: +16% cold / +17% fire Critical mult.: +5.00% Mental save: +12 (+6 eff.) Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +20% A suit of armour made of leather. |
| Cloak | Fulegorn the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances penetration: +15% physical Changes damage: +9% mind Physical save: +6 (+3 eff.) Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cloudjam the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +3% lightning / +10% light / +11% darkness Changes resistances penetration: +5% physical Blindness immunity: +21% Maximum stamina: +10.00 Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 137; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 137 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the psychic (heal 95; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 95 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 216; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Magic 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 nature talent. |
wild infusion of the psychic (res 22%; magical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the psychic (absorb 228; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 214; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 101; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +2.00 Amulets can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +4 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel dagger of dampening (103% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +11% acid / +7% cold / +8% fire / +7% lightning / +3% all Spell save: +7 (+7 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Polemina the iron greatsword (131% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +9% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +10% Teleport immunity: +10% Massive two-handed swords. |
ElikiraRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 acid When wielded/worn: Damage when hit (Melee): 2 arcane Changes damage: +10% acid Critical mult.: +5.00% Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +2.00 Slings are used to hurl stones or metal shots at your foes. |
Cuthoblek the HazestriderCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +12% cold Critical mult.: +5.00% Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
Gorizor the ShimmersnakeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +5% mind / +5% cold Critical mult.: +5.00% Maximum psi: +20.00 Mindpower: +15 (+7 eff.) A belt that goes around your waist. |
Unlightwhisper the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 darkness Changes resistances: +5% lightning / +6% temporal Physical save: +9 (+4 eff.) Knockback immunity: +10% Healing mod.: +10% A belt that goes around your waist. |
Cracklefame (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+7 eff.) Changes resistances: +3% light Changes resistances penetration: +20% lightning Physical save: +3 (+1 eff.) Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eclipsebraze' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Dex / +2 Wil Changes resistances: +3% light / +3% blight Changes resistances penetration: +15% darkness Changes damage: +3% darkness Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sewerpower' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +6% mind / +3% blight Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather cap 'Tulihir' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Wil Changes resistances: +3% light / +5% cold Changes damage: +3% acid Allows you to breathe in: water Mental crit. chance: +5% A cap made of leather. |
high-capacity quiver of ash arrows of grasping (54/54, 121% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 54 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 94 nature damage and pinning them for 3 turns When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows (17/17, 107% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 107% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Damage (Ranged): +18 lightning Damage (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
240 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. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ulydur the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +3% mind Changes damage: +3% mind Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 Healing mod.: +11% 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. |
brass lantern 'Xanura'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% mind Critical mult.: +5.00% Mental save: +21 (+11 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Light radius: +3 See stealth: +7 See invisible: +7 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 27 power out of 14/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
Furnaceonslaught (24/24, 110% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 24 On weapon hit: * 20 arcane resource burn Damage (Ranged): +9 fire Damage (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
Floehacker the elm totem of healing [power 116] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% temporal / +15% mind / +3% cold Changes resistances penetration: +5% mind Changes damage: +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.Fulitar the Glimmerravager [power 200] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Changes resistances: +9% acid / +9% cold / +5% arcane / +9% light Changes damage: +3% light It can be used to sting an enemy dealing 222 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Issosin' [power 170] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Changes resistances penetration: +10% blight Changes damage: +3% physical It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Heal for 45. * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of shielding [power 170] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hurdurrarchur the Shalore Archer level 10
16th Dusk 122nd year of Ascendancy at 04:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hurdurrarchur the Shalore Archer level 12
28th Dusk 122nd year of Ascendancy at 21:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hurdurrarchur the Shalore Archer level 15
51st Dusk 122nd year of Ascendancy at 12:53 see stats
Log
Hurdurrarchur is dazed!
Hurdurrarchur is pinned to the ground.
Hurdurrarchur is not dazed anymore.
Hurdurrarchur overcomes the gloom
Beluba the polar bear's Throwing Knife hits Hurdurrarchur for (44 absorbed), 24 physical (24 total damage).
Deadly Poison from Beluba the polar bear hits Hurdurrarchur for 16 nature damage.
Melee retaliation hits Beluba the polar bear for 1 mind, 4 lightning (5 total damage).
Beluba the polar bear is crippled.
Hurdurrarchur's Fragmentation Shot hits Beluba the polar bear for 59 physical, 3 mind, 5 physical, 8 lightning (74 total damage).
Beluba the polar bear uses Throwing Knives.
Talent Infusion: Regeneration is ready to use.
Deadly Poison from Beluba the polar bear hits Hurdurrarchur for 11 nature damage.
Hurdurrarchur the level 17 shalore archer was slimed to death by Beluba the polar bear on level 1 of Old Forest.
You have no more lives left.
Hurdurrarchur deactivates Chant of Fortress.
Hurdurrarchur is no longer poisoned.
Hurdurrarchur overcomes the gloom.
Hurdurrarchur deactivates Trained Reactions.
Hurdurrarchur is no longer pinned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Deadly Poison from Beluba the polar bear killed Hurdurrarchur!
Saving done.
Talent Trueshot is ready to use.
Ran for 2 turns (stop reason: interesting character).
Welcome to level 18 [Hurdurrarchur].
Hurdurrarchur has 3 stat point(s), 2 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Saving game...












































































