Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Nexus improved tooltips 1.7.4Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 26 / 1% |
Size | medium |
Lifes / Deaths | Killed by Veladawen the copperhead snake at level 8 on the 1st Mirth 122nd year of Ascendancy at 00:27 0 / 7Killed by Mayiwen the Black Ooze's mucus ooze at level 14 on the 16th Dusk 122nd year of Ascendancy at 19:37 Killed by Xerivena the faeros at level 21 on the 29th Haze 122nd year of Ascendancy at 19:33 Killed by Burb the snow giant champion at level 21 on the 30th Haze 122nd year of Ascendancy at 00:44 Killed by saw horror at level 22 on the 30th Haze 122nd year of Ascendancy at 05:20 Killed by Beterakira the ghoulking at level 25 on the 41st Haze 122nd year of Ascendancy at 12:00 Killed by Layumira the skeleton assassin at level 26 on the 43rd Haze 122nd year of Ascendancy at 10:31 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 70 (base 55) |
Constitution | 37 (base 10) |
Magic | 14 (base 10) |
Willpower | 23 (base 10) |
Cunning | 61 (base 50) |
Resources
Life | -242/588 |
Stamina | 53/246 |
Healing Factor | 1.4041015905906 |
Regeneration | 1.7551269882382 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 42.634129341246 |
See Invisible | 42.634129341246 |
Offense: Mainhand
Damage | 99 |
Accuracy | 55 |
Crit Chance | 19% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +7% |
Cold | +33% |
Darkness | +13% |
Physical | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +25% |
Mind | +5% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 20 (63.914983985962%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 20 |
Mental Save | 34 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 53%( 70%) |
All | + 18%( 70%) |
Darkness | + 39%( 70%) |
Light | + 30%( 70%) |
Temporal | + 23%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 28%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Silence Resistance | 26% |
Bleed Resistance | 20% |
Confusion Resistance | 26% |
Disarm Resistance | 20% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease 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 |
| 1/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
You failed to protect the lone alchemist from death by Gloramina the skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +8. | done |
You failed to protect the lost sun paladin from death by Shardskin. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
Escort the stranded daemon-powered to the recall portal on level 8 of Dreadfell. Escort: stranded daemon-powered (level 8 of Dreadfell) | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+2 level(s)). | done |
You failed to protect the unfocused psion from death by Poryldatha the dredge captain. Escort: unfocused psion (level 2 of Dreadfell) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Halentir' (0 def, 3 armour) pair of hardened leather boots 'Halentir' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex / +4 Wil / +7 Con / +7 Lck Changes resistances penetration: +5% mind / +7% physical Changes damage: +6% physical Stealth bonus: +7 Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +25% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | quiver of yew arrows 'Quenchgasher' (10/22, 28-40 power, 10 apr) quiver of yew arrows 'Quenchgasher' (10/22, 28-40 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Damage (Ranged): +20 cold Damage (radius 1) on hit: +12 arcane / +16 cold Damage (radius 2) on crit: +16 mind Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Lisorin' brass lantern 'Lisorin'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Con Mental save: +6 (+3 eff.) Light radius: +4 Infravision radius: +1 See stealth: +6 See invisible: +6 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 | Arcriver the rough leather cap (0 def, 1 armour) Arcriver the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% blight Changes damage: +9% lightning Only die when reaching: -20.00 life A cap made of leather. |
Tool | dwarven-steel pickaxe 'Belisewe' (dig speed 28 turns) dwarven-steel pickaxe 'Belisewe' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Str / +2 Con Changes resistances: +6% lightning / +3% fire Cut immunity: +20% Only die when reaching: -20.00 life Light radius: +1 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.95 cold and 11.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | Searoblivion SearoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances: +3% blight / +15% cold / +5% arcane / +6% acid Changes damage: +3% fire Rings make your fingers look great! |
Around waist | Lightningedge LightningedgeInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +18% cold Mental save: +7 (+3 eff.) Maximum life: +58.00 A belt that goes around your waist. |
In main hand | Shadevenom ShadevenomRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (Ranged): +15 lightning When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Str / +5 Con Changes resistances: +9% darkness Changes damage: +21% lightning Talent mastery: +0.30 Wild-gift / Fungus Physical save: +6 (+3 eff.) It can be used to regenerate 168 life over 5 turns Activation puts all charms on cooldown for 17 turns. Longbows are used to shoot arrows at your foes. |
On hands | hardened leather gloves 'Stormspitter' (15 def, 2 armour) hardened leather gloves 'Stormspitter' (15 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Changes resistances: +3% lightning / +9% fire / +3% cold / +6% temporal Spell save: +6 (+3 eff.) Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +19.00 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 | cashmere robe 'Relgykalthogen' (0 def, 0 armour) cashmere robe 'Relgykalthogen' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% arcane / +9% nature / +11% all Changes damage: +7% light / +13% darkness Physical save: +9 (+5 eff.) Disarm immunity: +20% Spellpower: +7 (+3 eff.) Spell crit. chance: +6% Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Guriavea (1 def, 0 armour) Guriavea (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +4 Dex / +2 Wil Mental save: +5 (+2 eff.) Mana each turn: +0.08 Spell crit. chance: +5% Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit steel amulet of manastreaming starlit steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% light / +10% darkness Blindness immunity: +23% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 414%; cd 18) movement infusion (speed 414%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 414% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 titan (heal 186; 16 cd) regeneration infusion of the titan (heal 186; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of erosion (28-39 power, 4 apr)dwarven-steel mace of erosion (28-39 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature Blunt and deadly. |
Aerikalthorand the Scumspar Aerikalthorand the ScumsparRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 nature When wielded/worn: Changes stats: +3 Con Changes resistances: +6% lightning / +3% fire Changes damage: +6% mind Talent mastery: +0.15 Wild-gift / Fungus Maximum hate: +6.00 It can be used to regenerate 74 life over 5 turns Activation puts all charms on cooldown for 17 turns. Longbows are used to shoot arrows at your foes. |
elm longbow 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: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 23 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+4 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Yaralerach YaralerachRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 32 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes resistances: +6% light / +3% darkness / +5% arcane Spell save: +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow 'Chamurath' yew longbow 'Chamurath'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+3 eff.) Effects on ranged hit: * 20% chance to reduce all saves and defense by 32 * 10% chance to reduce armor by 33% Changes stats: +5 Str Changes resistances: +12% acid Changes damage: +6% acid / +3% mind Longbows are used to shoot arrows at your foes. |
quiver of elm arrows (21/22, 14-20 power, 5 apr) quiver of elm arrows (21/22, 14-20 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (15/15, 14-19 power, 5 apr) quiver of elm arrows (15/15, 14-19 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of elm arrows (12/12, 16-23 power, 5 apr) thought-forged quiver of elm arrows (12/12, 16-23 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to reduce all saves and defense by 32 Damage (Ranged): +8 mind Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Velylemira' (23/23, 34-48 power, 10 apr) quiver of yew arrows 'Velylemira' (23/23, 34-48 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Travel speed: +400% When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
barbed pouch of iron shots of disruption (21/21, 21-25 power, 1 apr) barbed pouch of iron shots of disruption (21/21, 21-25 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 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: +10.0% Capacity: 21 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage against: +7% Unnatural Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of dwarven-steel shots of accuracy (24/24, 38-46 power, 3 apr)deadly pouch of dwarven-steel shots of accuracy (24/24, 38-46 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe of time (+10%) (0 def, 0 armour) mindwoven woollen robe of time (+10%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +10% temporal Changes damage: +10% temporal Mental save: +17 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour) cleansing rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning / +10% nature / +11% blight A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Malyblek MalyblekInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 acid Changes resistances: +3% fire Changes resistances penetration: +10% acid Changes damage: +3% physical Maximum life: +30.00 A belt that goes around your waist. |
Tidevortex TidevortexInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight / +6% fire Changes damage: +3% blight / +6% cold Physical save: +7 (+4 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Khelebar the drakeskin leather belt Khelebar the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +15 (+5 eff.) Changes stats: +6 Mag / +4 Wil Changes resistances: +9% acid / +9% fire / +3% nature / +9% cold Critical mult.: +10.00% Spell save: +3 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: 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. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil 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. |
pair of rough leather boots 'Silima' (0 def, 1 armour) pair of rough leather boots 'Silima' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +5 (+3 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +3.00 A pair of boots made of leather. |
sand hardened leather gloves of dexterity (+2) (0 def, 7 armour) sand hardened leather gloves of dexterity (+2) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +5% physical 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. |
7 agate 7 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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 citrine 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. |
5 zircon 5 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. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
166 alchemist agate 166 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 Foot 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. |
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. |
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) 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. |
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 Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By ArcherBad the Cornac Archer level 20
24th Haze 122nd year of Ascendancy at 12:19 see stats
By ArcherBad the Cornac Archer level 19
45th Dusk 122nd year of Ascendancy at 05:02 see stats
By ArcherBad the Cornac Archer level 21
28th Haze 122nd year of Ascendancy at 21:19 see stats
By ArcherBad the Cornac Archer level 10
2nd Summertide 122nd year of Ascendancy at 02:26 see stats
By ArcherBad the Cornac Archer level 20
24th Haze 122nd year of Ascendancy at 10:49 see stats
By ArcherBad the Cornac Archer level 19
68th Dusk 122nd year of Ascendancy at 23:49 see stats
By ArcherBad the Cornac Archer level 22
30th Haze 122nd year of Ascendancy at 00:44 see stats
By ArcherBad the Cornac Archer level 9
2nd Mirth 122nd year of Ascendancy at 12:05 see stats
By ArcherBad the Cornac Archer level 19
11st Haze 122nd year of Ascendancy at 17:06 see stats
By ArcherBad the Cornac Archer level 25
42nd Haze 122nd year of Ascendancy at 06:39 see stats
By ArcherBad the Cornac Archer level 17
27th Dusk 122nd year of Ascendancy at 13:01 see stats
Log
ArcherBad uses Headshot.
ArcherBad shoots!
Layumira the skeleton assassin shoots!
ArcherBad's Shoot hits Layumira the skeleton assassin for 95 physical, 20 lightning, 15 cold, 12 arcane, 12 cold (154 total damage).
ArcherBad reacts to an attack from Layumira the skeleton assassin's Shoot, mitigating the blow!.
Layumira the skeleton assassin's Shoot misses ArcherBad.
Layumira the skeleton assassin's Shoot hits ArcherBad for (33 reacted , -5 stam), 83 physical (83 total damage).
ArcherBad has finished recovering.
Talent Steady Shot is ready to use.
Layumira the skeleton assassin shoots!
ArcherBad uses Headshot.
ArcherBad uses Pin Down.
Layumira the skeleton assassin's Shoot performs a ranged critical strike against ArcherBad!
ArcherBad reacts to an attack from Layumira the skeleton assassin's Shoot, mitigating the blow!.
Layumira the skeleton assassin's Shoot performs a ranged critical strike against ArcherBad!
ArcherBad reacts to an attack from Layumira the skeleton assassin's Shoot, mitigating the blow!.
ArcherBad's Pin Down performs a ranged critical strike against Layumira the skeleton assassin!
Layumira the skeleton assassin is pinned to the ground.
ArcherBad's Pin Down hits Layumira the skeleton assassin for 135 physical, 24 lightning, 18 cold, 14 arcane, 14 cold, 19 mind (224 total damage).
Layumira the skeleton assassin's Shoot hits ArcherBad for (53 reacted , -5 stam), 131 physical (131 total damage).
Layumira the skeleton assassin's Shoot hits ArcherBad for (58 reacted , -5 stam), 145 physical (145 total damage).
Layumira the skeleton assassin strafes with his steamguns!
Layumira the skeleton assassin's Strafe performs a ranged critical strike against ArcherBad!
ArcherBad reacts to an attack from Layumira the skeleton assassin's Strafe, mitigating the blow!.
Layumira the skeleton assassin's Strafe performs a ranged critical strike against ArcherBad!
ArcherBad reacts to an attack from Layumira the skeleton assassin's Strafe, mitigating the blow!.
Layumira the skeleton assassin's Strafe hits ArcherBad for (54 reacted , -5 stam), 133 physical (133 total damage).
Layumira the skeleton assassin's Strafe hits ArcherBad for (50 reacted , -5 stam), 125 physical (125 total damage).
ArcherBad the level 26 cornac archer was swiped to death by Layumira the skeleton assassin on level 8 of Dreadfell.