










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Archer |
Level / Exp | 19 / 74% |
Size | medium |
Lifes / Deaths | Killed by Gloredalle the sandworm at level 19 on the 34th Dusk 122nd year of Ascendancy at 07:34 / 1 |
Primary Stats
Strength | 37 (base 13) |
Dexterity | 61 (base 47) |
Constitution | 37 (base 12) |
Magic | 25 (base 20) |
Willpower | 17 (base 10) |
Cunning | 31 (base 24) |
Resources
Life | -38/684 |
Stamina | 142/172 |
Healing Factor | 1.3541015905905 |
Regeneration | 0.33852539764763 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 98 |
Accuracy | 51 |
Crit Chance | 11% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +12% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +29% |
All | +9% |
Defense: Base
Armour (hardiness) | 16 (57.155997060385%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 15 |
Mental Save | 28 |
Defense: Resistances
Acid | + 18%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Darkness | + 27%( 70%) |
Light | + 13%( 70%) |
Mind | + 10%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 18%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Stun Resistance | 50% |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 84 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 225 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic 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 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +3% lightning Melee Ret 10 lightning ----- def ----- Armour +1 Resists +3% light +3% fire Stealth +6 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Master Power 46.5 - 65.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 acid +16 light On Hit.r1 +4 fire On Crit.r2 +8 light +12 fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Str +6 Wil ----- def ----- Resists +6% darkness +6% cold Phys.save +7 (+4 eff.) Heal.mod +15% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +6% lightning Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +3 Wil dps ---------- Phys.crit +1.0% Apr +1 ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +1 Str ----- def ----- Resists +3% mind Max.HP +32.00 ---------- misc Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +9% all Acc +12 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 16 mind 18 darkness Acc +6 (+2 eff.) Melee Ret 2 fire On Hit (Melee): * 14% chance to reduce all saves and defense by 17 * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +6 Fatigue +3% Resists +6% darkness +9% fire Phys.save +6 (+3 eff.) Mind.save +2 (+1 eff.) Max.HP +44.00 Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +4 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +11 (+4 eff.) Fatigue +7% Resists +12% acid +3% cold +3% light Max.HP +23.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% fire Res.pen +20% fire Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 534% 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. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 59 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. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +6 Resists +9% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +23% ---------- misc Max.enc +25 Mana/turn +0.12 Rings make your fingers look great! |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 cold While equipped: dps ---------- Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 34 acid damage (1/turn) On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Dmg.mod +10% acid Res.pen +6% acid One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Mag dps ---------- Dmg.mod +9% mind Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Max.HP +31.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% light +12% fire Res.pen +20% light +25% fire ----- def ----- Defense +2 (+1 eff.) Resists +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+3 eff.) Dmg.mod +12% physical ----- def ----- Resists +5% arcane +12% physical +6% light +9% all Mind.save +31 (+14 eff.) Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +6% cold 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. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% temporal 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +6% cold Res.pen +25% lightning +25% fire Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 22.5 - 31.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 19 Ranged+ +4 acid On Hit.r1 +12 nature +16 acid On Hit: * 10% chance to reduce armor by 23% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +7 Crit +9.5% Capacity 19 Rld cld 6 Ranged+ +14 mind On Hit.r1 +20 lightning +16 mind On Hit: * 17% chance to reduce all saves and defense by 17 On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Nature/Master Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 16 Ranged+ +23 lightning On Hit.r1 +8 mind On Crit.r2 +21 lightning On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 18 On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Normal] Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% lightning +3% cold +6% blight Die.at -40.00 life ---------- misc Light +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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +8 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego+] Arcane/Master Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 13 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Turendur the Ghoul Archer level 10
1st Summertide 122nd year of Ascendancy at 04:46 see stats
By Turendur the Ghoul Archer level 10
1st Summertide 122nd year of Ascendancy at 04:47 see stats
By Turendur the Ghoul Archer level 5
3rd Mirth 122nd year of Ascendancy at 07:30 see stats
By Turendur the Ghoul Archer level 15
6th Dusk 122nd year of Ascendancy at 22:08 see stats
Log
Melee retaliation hits Gloredalle the sandworm for 16 lightning, 2 fire, 16 lightning, 2 fire, 16 lightning, 2 fire (53 total damage).
Turendur casts Rune: Reflection Shield.
A shield forms around Turendur.
Turendur uses Ghoulish Leap.
Turendur speeds up.
The unstable sand tunnel collapses!
Turendur reflects damage back to Gloredalle the sandworm!
Gigantic corrosive tunneler's acid area effect hits Gloredalle the sandworm for (22 to psi shield), 33 acid (33 total damage).
Gigantic corrosive tunneler's acid area effect hits Layudatta the sandworm for 62 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Burning from Gloredalle the sandworm hits Turendur for (41 absorbed), 0 fire (0 total damage).
Turendur hits Gloredalle the sandworm for 41 reflected damage.
Gloredalle the sandworm uses Mindlash.
Turendur shrugs off the effect 'Off-balance'!
Turendur reflects damage back to Gloredalle the sandworm!
Turendur hits Gloredalle the sandworm for 130 reflected damage.
Gloredalle the sandworm hits Turendur for (130 absorbed), 0 physical (0 total damage).
Turendur uses Retch.
Turendur VOMITS on the ground!
Gloredalle the sandworm rushes out!
Gloredalle the sandworm performs a melee critical strike against Turendur!
Your shield crumbles under the damage!
The shield around Turendur crumbles.
Turendur reflects damage back to Gloredalle the sandworm!
Turendur hits Gloredalle the sandworm for 55 reflected damage.
Melee retaliation hits Gloredalle the sandworm for 16 lightning, 2 fire (18 total damage).
Gloredalle the sandworm hits Turendur for (55 absorbed), 78 physical (78 total damage).
Turendur the level 19 ghoul archer was eviscerated to death by Gloredalle the sandworm on level 2 of Sandworm lair.