











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 22 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 18 on the 43rd Dusk 122nd year of Ascendancy at 19:01 0 / 6Killed by Celia at level 21 on the 34th Haze 122nd year of Ascendancy at 05:21 Killed by Belulle the skeleton magus at level 21 on the 34th Haze 122nd year of Ascendancy at 05:40 Killed by luminous horror at level 21 on the 47th Haze 122nd year of Ascendancy at 23:05 Killed by Harkor'Zun at level 22 on the 48th Haze 122nd year of Ascendancy at 07:25 Killed by Jamwaug the halfling at level 22 on the 56th Haze 122nd year of Ascendancy at 10:25 |
Primary Stats
| Strength | 28 (base 17) |
| Dexterity | 68 (base 49) |
| Constitution | 36 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 21 (base 13) |
Resources
| Life | -127/584 |
| Stamina | 131/193 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 2.6953205265523 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 34.970039208598 |
| See Invisible | 26.970039208598 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 73 |
| Crit Chance | 11% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| All | 0% |
| Physical | +3% |
| Darkness | +9% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +24% |
| Nature | +18% |
| Physical | +24% |
| Cold | +14% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 17 (57.155997060385%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 25%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 35%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 10%( 70%) |
| Darkness | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 52% |
| Confusion Resistance | 15% |
| Teleport Resistance | 20% |
| Blind Resistance | 28% |
| Disarm Resistance | 24% |
| Bleed Resistance | 10% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 59% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 383 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lost defiler from death by luminous horror. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 10. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Chalerokan (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +3% cold / +3% fire Stealth bonus: +6 Cut immunity: +10% Knockback immunity: +20% A pair of boots made of leather. |
| Quiver | Mireroar (14/22, 67-94 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.0 - 93.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to reduce all saves and defense by 17 Damage (Ranged): +8 mind Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +8 mind / +16 fire Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Silogamira'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 mind Changes damage: +3% physical Critical mult.: +15.00% Blindness immunity: +28% Confusion immunity: +15% Mental crit. chance: +2% Light radius: +8 See stealth: +13 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blazestalker the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str Changes resistances: +9% lightning / +7% cold Changes resistances penetration: +5% lightning Allows you to breathe in: water A cap made of leather. |
| Tool | yew wand of shielding 'Corpsemoon' [power 266] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Dex Changes resistances: +9% cold Maximum wards: +4 acid / +4 temporal / +3 mind / +4 arcane Changes resistances penetration: +5% cold / +15% physical Changes damage: +3% nature Talent granted: +1 Ward It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Camumas'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +3 Wil Changes resistances: +6% lightning / +3% blight Mental save: +6 (+3 eff.) Pinning immunity: +20% Teleport immunity: +20% Rings make your fingers look great! |
| On fingers | BranybersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% acid / +4% physical / +5% arcane Disarm immunity: +24% Pinning immunity: +32% Stun/Freeze immunity: +10% Knockback immunity: +39% Maximum life: +76.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Yvekira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +6% lightning Critical mult.: +5.00% Physical save: +31 (+11 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+7 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
| In main hand | caustic yew longbow of piercingRequires: - Dexterity 24 - Talent Shoot Infused by nature 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 Damage (radius 2) on crit: +15 acid / +21 nature When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +23 Changes resistances penetration: +11% acid / +9% nature / +9% all Longbows are used to shoot arrows at your foes. |
| On hands | Coalpanic (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +2 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +9% darkness 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 | rough leather armour of the void (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 6 darkness Damage (Ranged): 6 darkness Changes resistances: +11% darkness / +11% temporal Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
| Cloak | Strikelash (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
regeneration infusion (heal 175; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. 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. |
Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
MayinnRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 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 Damage (Ranged): +15 lightning When wielded/worn: Defense: +5 (+2 eff.) Ammo reloads per turn: +4 Changes stats: +2 Mag Changes damage: +12% lightning / +9% physical Spell save: +3 (+1 eff.) Spellpower: +5 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Relgemazor the rough leather slingRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +1.0% Attack speed: 100% Firing range: +6 Damage (Ranged): +6 cold When wielded/worn: Physical power: +15 (+5 eff.) Defense: +5 (+2 eff.) Changes resistances: +6% acid Changes damage: +3% physical / +9% cold Mental save: +3 (+2 eff.) Poison immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Dimtrail'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +16 darkness Damage (radius 1) on hit: +16 darkness When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 2 cold Changes stats: +3 Str Changes resistances: +6% cold Changes resistances penetration: +10% nature Changes damage: +9% darkness Slings are used to hurl stones or metal shots at your foes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
Tyduresin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +5 Str / +2 Dex / +2 Con Maximum life: +32.00 Maximum hate: +2.00 A belt that goes around your waist. |
rough leather belt 'Issidunabers'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +18% Summoned Physical save: +6 (+3 eff.) Cut immunity: +10% Life regen: +2.00 A belt that goes around your waist. |
Willowtide the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +2 Wil / +4 Cun Changes resistances penetration: +5% arcane Changes damage: +9% nature Critical mult.: +5.00% Spellpower: +20 (+15 eff.) Mindpower: +3 (+1 eff.) A cap made of leather. |
acidic stralite shield of acid resistance (+15%) (0 def, 8 armour, 44-53 power, 139 block)Requires: - Shield usage training - Dexterity 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 On weapon hit: * 16% chance to reduce armor by 15% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 8 acid Changes resistances: +15% acid Talent granted: +1 Block Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Pusworth (48/48, 32-44 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 31.5 - 44.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 48 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +16 blight / +4 nature Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
2 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. |
3 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 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Betedhetha (22/22, 40-48 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.0 - 48.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 20% chance to reduce all saves and defense by 17 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Travel speed: +200% Damage (Ranged): +16 acid / +20 mind Damage (radius 1) on hit: +8 mind Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Galafast' (19/19, 34-40 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 10% chance to reduce armor by 15% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Travel speed: +200% Damage (Ranged): +8 mind Damage (radius 1) on hit: +12 mind / +8 acid Damage (radius 2) on crit: +20 mind / +12 acid Shots are used with slings to pummel your foes to death. |
piercing iron torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
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. |
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. |
2 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
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By CA the Cornac Archer level 9
6th Mirth 122nd year of Ascendancy at 21:29 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By CA the Cornac Archer level 18
43rd Dusk 122nd year of Ascendancy at 19:30 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CA the Cornac Archer level 19
1st Time of Equilibrium 122nd year of Ascendancy at 19:46 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By CA the Cornac Archer level 20
17th Haze 122nd year of Ascendancy at 12:14 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By CA the Cornac Archer level 21
19th Haze 122nd year of Ascendancy at 22:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By CA the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 14:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By CA the Cornac Archer level 20
17th Haze 122nd year of Ascendancy at 03:00 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By CA the Cornac Archer level 22
48th Haze 122nd year of Ascendancy at 07:19 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By CA the Cornac Archer level 15
16th Dusk 122nd year of Ascendancy at 12:03 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By CA the Cornac Archer level 19
17th Haze 122nd year of Ascendancy at 01:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By CA the Cornac Archer level 18
42nd Dusk 122nd year of Ascendancy at 13:45 see stats
Log
CA uses Steady Shot.
CA uses Headshot.
CA's Headshot hits Ingotar the dwarf for 305 physical damage.
CA is no longer evading attacks.
CA's Headshot killed Ingotar the dwarf!
CA resists the punch!
Jamwaug the halfling resists the punch!
Ingotar the dwarf's Tornado hits CA for 49 lightning, 68 physical (117 total damage).
Ingotar the dwarf's Tornado hits Jamwaug the halfling for 76 lightning, 76 physical (152 total damage).
Jamwaug the halfling is moving less freely.
Jamwaug the halfling's awareness returns to normal.
CA uses Steady Shot.
Target out of range. Hold to force your weapon to fire at targets beyond its range (8).
Jamwaug the halfling deflects the projectile from CA to the northwest!
Jamwaug the halfling's is vulnerable to attacks and effects!
CA's Steady Shot hits Jamwaug the halfling for 249 physical, 8 mind, 7 darkness, 16 nature (280 total damage).
CA shoots!
Jamwaug the halfling deflects the projectile from CA to the southwest!
Jamwaug the halfling uses Dual Strike.
CA is stunned!
Jamwaug the halfling performs a melee critical strike against CA!
CA is recovering from the damage!
Melee retaliation hits Jamwaug the halfling for 8 nature, 8 mind, 4 nature, 3 mind (23 total damage).
Jamwaug the halfling hits CA for 105 physical, 225 physical (330 total damage).
Jamwaug the halfling uses Coup de Grace.
Melee retaliation hits Jamwaug the halfling for 4 nature, 3 mind, 4 nature, 3 mind (14 total damage).
Jamwaug the halfling hits CA for 119 physical, 171 physical (290 total damage).
CA the level 22 cornac archer was chopped into tiny pieces to death by Jamwaug the halfling on level 1 of Ambush!.






























































































