











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 25 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by The Withering Thing at level 13 on the 41st Dusk 122nd year of Ascendancy at 01:00 2 / 4Killed by Unrel at level 17 on the 74th Dusk 122nd year of Ascendancy at 13:17 Killed by Urkis, the High Tempest at level 23 on the 49th Regrowth 123rd year of Ascendancy at 19:40 Killed by Lisudhessra the elven warrior at level 25 on the 60th Regrowth 123rd year of Ascendancy at 04:19 |
Primary Stats
| Strength | 49 (base 50) |
| Dexterity | 70 (base 55) |
| Constitution | 16 (base 10) |
| Magic | 25 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 454/454 |
| Stamina | 202/202 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 28.155423598945 |
| See Invisible | 27.155423598945 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 52 |
| Crit Chance | 26% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +24% |
| Cold | +17% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 37 (43.594633868923%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0.92380522168512 |
| Physical Save | 47 |
| Spell Save | 39 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Light | + 6%( 70%) |
| Physical | + 7%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 43% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 304 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 90 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 629% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by white wolf. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | wanderer's pair of hardened leather boots of evasion (2 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +3 Defense +2 (+1 eff.) Phys.save +12 (+4 eff.) Mind.save +13 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | quiver of yew arrows of crippling (6/15, 31-44 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
| Light source | Deepsdare the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +6% fire On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +6 Crit.chn- 15.00% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | extending ash totem of healing [power 194] (11/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
| On fingers | wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Confus- +23% Rings make your fingers look great! |
| Around waist | Gloryressra the Gleamzephyr1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Str +1 Wil ----- def ----- Armour +6 Defense +36 (+9 eff.) Resists +6% light Stealth +7 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
| In main hand | penetrating ash longbow of piercing4.0 T2 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +12% physical +12% all Acc +12 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
| On hands | Rimekin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +5% cold Acc +8 (+3 eff.) Apr +8 On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 37% ----- def ----- Armour +2 Resists +6% acid +6% cold +15% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Barudukath (30 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% Mov.spd +20% ----- def ----- Armour +8 Defense +30 (+8 eff.) Fatigue +8% Resists +7% physical +9% arcane +9% cold Phys.save +17 (+5 eff.) Spell.save +21 (+7 eff.) Mind.save +3 (+1 eff.) Max.HP +60.00 Confus- +10% A suit of armour made of leather. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's steel amulet of murder0.1 T2 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +10 (+3 eff.) Amulets make your neck look great! |
Inventory
heroism infusion of the sneak (die at -175; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -175 life. The duration and life will increase by 1% for every 1% life you have lost (currently 175 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. 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 duelist (heal 477; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 29%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (206.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 206.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of healing =lightning resist=0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% lightning Heal.mod +10% Cut- +40% Stun/Frz- +26% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 115 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Deletir0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +5 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +26% ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
potent yew magestaff of fate (26-31 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+6 eff.) Dmg.mod +26% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel mace (29-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 34 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +10% acid Blunt and deadly. |
blazebringer's ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +17 fire While equipped: Stats +5 Dex dps ---------- All.spd +3% Res.pen +9% physical +15% fire Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
penetrating ash longbow of cold4.0 T2 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 cold While equipped: dps ---------- Dmg.mod +17% cold Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
quiver of ash arrows 'Ebonysnake' (22/22, 25-35 power, 13 apr)3.0 T2 arrow ammo [Rare] Master Power 25.5 - 35.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +6.5% Capacity 22 Proj.spd +200% Ranged+ +20 mind On Crit.r2 +20 mind On Hit: * 10% chance to reduce damage dealt by 10% Arrows are used with bows to pierce your foes to death. |
rough leather armour of lightning resistance (3 def, 2 armour) =lighting resist=9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% acid +10% light +10% darkness A suit of armour made of leather. |
rough leather belt 'Arolaith' =acid resist=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Resists +3% acid +6% temporal Stealth +6 A belt that goes around your waist. |
Vorildara the pair of hardened leather boots (0 def, 3 armour) =compare ppower to psave=2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Phys.pwr +20 (+7 eff.) ----- def ----- Armour +3 Mind.save +9 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Islomira the Blastsweeper (0 def, 1 armour) =see invis=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +14.00 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Icepanic' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% acid +21% cold Acc +14 (+5 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +2 Fatigue +3% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm of constitution (+3) (0 def, 3 armour) =lightning resist=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of the depths (0 def, 3 armour) =breath water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +11% light +11% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 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. |
3 citrine0.0 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. |
4 zircon0.0 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 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. |
Gorevortex the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +7% darkness +6% fire +3% nature +9% mind ---------- misc Psi/ret +0.04 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 91.86 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
ash totem of summon tentacle [power 165] (11/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 422 Base Damage: 192 Armor: 10 All Resist: 5 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Unrel the Shalore Archer level 18
3rd Haze 122nd year of Ascendancy at 01:41 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Unrel the Shalore Archer level 11
16th Dusk 122nd year of Ascendancy at 09:50 see stats
Earth Master
Killed Harkor'Zun.By Unrel the Shalore Archer level 20
10th Regrowth 123rd year of Ascendancy at 14:44 see stats
Exterminator
Killed 1000 creatures.By Unrel the Shalore Archer level 18
3rd Haze 122nd year of Ascendancy at 03:45 see stats
Level 10
Got a character to level 10.By Unrel the Shalore Archer level 10
9th Flare 122nd year of Ascendancy at 16:36 see stats
Level 20
Got a character to level 20.By Unrel the Shalore Archer level 20
2nd Allure 123rd year of Ascendancy at 22:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Unrel the Shalore Archer level 19
17th Haze 122nd year of Ascendancy at 13:51 see stats
Size matters
Did over 600 damage in one attack.By Unrel the Shalore Archer level 22
20th Regrowth 123rd year of Ascendancy at 09:14 see stats
The Arena
Unlocked Arena mode.By Unrel the Shalore Archer level 11
9th Dusk 122nd year of Ascendancy at 03:42 see stats
The secret city
Discovered the truth about mages.By Unrel the Shalore Archer level 7
9th Mirth 122nd year of Ascendancy at 21:02 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Unrel the Shalore Archer level 19
31st Haze 122nd year of Ascendancy at 10:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Unrel the Shalore Archer level 22
22nd Regrowth 123rd year of Ascendancy at 06:44 see stats
Log
Elven tempest's spell attains critical power!
Thunderstorm hits Unrel for 44 lightning damage.
Lisudhessra the elven warrior uses Mindlash.
Lisudhessra the elven warrior's mind surges with critical power!
Unrel reacts to damage from Lisudhessra the elven warrior, mitigating the blow!.
Unrel shrugs off the effect 'Off-balance'!
Talent Sentinel is ready to use.
Talent Shadow Shot is ready to use.
Lisudhessra the elven warrior hits Unrel for (36 reacted , -4 stam), 99 physical (100 total damage).
LIFE LOST WARNING!
Unrel uses Shadow Shot.
Unrel uses Headshot.
Unrel's Headshot hits Lisudhessra the elven warrior for (60 to psi shield), 134 physical (134 total damage).
Thunderstorm hits Unrel for 31 lightning damage.
Elven tempest casts Lightning.
Unrel reacts to damage from Elven tempest, mitigating the blow!.
Elven tempest hits Lisudhessra the elven warrior for 128 lightning damage.
Elven tempest hits Unrel for (34 reacted , -4 stam), 94 lightning (95 total damage).
Elven tempest hits Elven elite warrior for 128 lightning damage.
Lisudhessra the elven warrior uses Brain Storm.
Unrel reacts to damage from Lisudhessra the elven warrior, mitigating the blow!.
Lisudhessra the elven warrior hits Unrel for (42 reacted , -4 stam), 117 lightning (118 total damage).
Unrel the level 25 shalore archer was electrocuted to death by Lisudhessra the elven warrior on level 1 of Dark crypt.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Lisudhessra the elven warrior killed Unrel!
Saving game...
Saving done.

































































































