










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 211% |
| Size | medium |
| Lifes / Deaths | Killed by Isoritha the skeleton magus at level 7 on the 19th Dusk 122nd year of Ascendancy at 08:23 0 / 8Killed by Arowen the elven cultist at level 25 on the 76th Pyre 123rd year of Ascendancy at 04:17 Killed by elven blood mage at level 26 on the 77th Pyre 123rd year of Ascendancy at 14:53 Killed by Barhan the human at level 33 on the 4th Regrowth 124th year of Ascendancy at 07:53 Killed by Aeridata the orc assassin at level 35 on the 77th Regrowth 124th year of Ascendancy at 10:53 Killed by Warmaster Gnarg at level 36 on the 26th Pyre 124th year of Ascendancy at 10:45 Killed by Mahdemiren the shalore at level 38 on the 50th Pyre 124th year of Ascendancy at 10:56 Killed by Tarrurach at level 43 on the 49th Haze 124th year of Ascendancy at 01:54 |
Primary Stats
| Strength | 146 (base 60) |
| Dexterity | 120 (base 60) |
| Constitution | 117 (base 66) |
| Magic | 51 (base 16) |
| Willpower | 18 (base 10) |
| Cunning | 72 (base 32) |
Resources
| Life | 1633/1633 |
| Mana | 183/314 |
| Stamina | 193/205 |
| Healing Factor | 2.0992334494773 |
| Regeneration | 39.255665505225 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 16 |
| Infravision | 10 |
| See Stealth | 96.640165020346 |
| See Invisible | 96.640165020346 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 262 |
| Accuracy | 93 |
| Crit Chance | 78% |
| APR | 40 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 38% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 58% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Physical | +64% |
| Acid | +25% |
| Temporal | +28% |
| All | +10% |
Offense: Damage Penetration
| Physical | +47% |
| All | 0% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 64 (100%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 32 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 18%( 70%) |
| All | + 15%( 70%) |
| Light | + 2%( 70%) |
| Cold | + 66%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 809 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 649 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 419.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Archery training | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Archery prowess | 1.80 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Piercing Ammunition |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 18%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Tarrurach. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by storm drake hatchling. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by slimy ooze. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 297. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
| Light source | Xeruba the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +15 Mag / +5 Con Changes resistances: +10% blight / +12% acid Changes damage: +15% acid Critical mult.: +15.00% Mental save: +9 (+2 eff.) Blindness immunity: +50% Confusion immunity: +30% Life regen: +5.30 Spellpower: +32 (+10 eff.) Light radius: +14 See stealth: +25 See invisible: +25 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Uliroddagas (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +5 Dex / +2 Mag / +11 Cun / +11 Con Changes resistances: -40% light Physical save: +13 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +8.00 Stamina when hit: +2.70 Equilibrium when hit: +3.00 Maximum stamina: +10.00 Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around waist | Malusafang the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +23.0% Physical power: +4 (+1 eff.) Changes stats: +7 Str / +18 Dex / +2 Mag / +7 Wil / +19 Cun Changes resistances: +3% mind Physical save: +20 (+5 eff.) Spell save: +20 (+9 eff.) Mental save: +38 (+9 eff.) Stun/Freeze immunity: +5% Vim when firing critical spell: +5.00 Mental crit. chance: +30% A belt that goes around your waist. |
| In main hand | steady dragonbone longbow of powerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +5.0% Changes resistances penetration: +30% physical Changes damage: +24% physical Longbows are used to shoot arrows at your foes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Chamyrig (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 temporal Changes stats: +1 Dex Changes resistances: +8% arcane Changes resistances penetration: +10% temporal Changes damage: +18% temporal Spell save: +16 (+8 eff.) Life regen: +3.00 Maximum life: +66.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +14% A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Falisin' (13 def, 26 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +26 Defense: +13 (+3 eff.) Changes stats: +4 Str / +6 Dex / +3 Mag / +6 Con Changes resistances: +29% fire / +25% light / +60% cold Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Technique / Combat training Stealth bonus: +12 Physical save: +10 (+2 eff.) Spell save: -26 (-13 eff.) Cut immunity: +15% Silence immunity: +10% Teleport immunity: +15% Stamina each turn: +1.50 Mana each turn: -0.59 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +16 Con Changes resistances: +10% blight Changes damage: +10% all Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
painweaver's gold ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +12% physical Changes damage: +6% all / +12% physical Spellpower: +11 (+3 eff.) Mindpower: +10 (+5 eff.) Rings can have magical properties. |
penetrating dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +24% physical Damage Shield penetration: +72% Longbows are used to shoot arrows at your foes. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Xanoldawyn (11 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +2 Cun / +2 Con Changes resistances: +34% darkness / +13% temporal Changes resistances penetration: +11% darkness / +10% physical Changes damage: +8% darkness Stealth bonus: +5 Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
elemental quiver of dragonbone arrows of annihilation (11/22, 71.5-100.1 power, 27 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +18.0% Capacity: 22 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 442.20 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, costing 202 power out of 240/400. 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 444.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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), costing 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Tarrurach the Skeleton Archer level 31
40th Haze 123rd year of Ascendancy at 16:53 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tarrurach the Skeleton Archer level 38
40th Pyre 124th year of Ascendancy at 03:40 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Tarrurach the Skeleton Archer level 31
37th Haze 123rd year of Ascendancy at 22:55 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Tarrurach the Skeleton Archer level 34
24th Regrowth 124th year of Ascendancy at 08:37 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tarrurach the Skeleton Archer level 45
54th Pyre 125th year of Ascendancy at 12:44 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Tarrurach the Skeleton Archer level 33
19th Regrowth 124th year of Ascendancy at 13:59 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Tarrurach the Skeleton Archer level 23
32nd Pyre 123rd year of Ascendancy at 07:13 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Tarrurach the Skeleton Archer level 49
52nd Dusk 125th year of Ascendancy at 09:10 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tarrurach the Skeleton Archer level 11
62nd Haze 122nd year of Ascendancy at 23:14 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Tarrurach the Skeleton Archer level 32
51st Haze 123rd year of Ascendancy at 18:29 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Tarrurach the Skeleton Archer level 38
42nd Pyre 124th year of Ascendancy at 13:55 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tarrurach the Skeleton Archer level 18
2nd Pyre 123rd year of Ascendancy at 17:46 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tarrurach the Skeleton Archer level 25
70th Pyre 123rd year of Ascendancy at 19:56 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Tarrurach the Skeleton Archer level 32
66th Haze 123rd year of Ascendancy at 23:44 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Tarrurach the Skeleton Archer level 50
20th Haze 125th year of Ascendancy at 03:19 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Tarrurach the Skeleton Archer level 50
33rd Haze 125th year of Ascendancy at 21:06 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 Tarrurach the Skeleton Archer level 25
67th Pyre 123rd year of Ascendancy at 12:41 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Tarrurach the Skeleton Archer level 37
39th Pyre 124th year of Ascendancy at 04:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tarrurach the Skeleton Archer level 10
44th Dusk 122nd year of Ascendancy at 04:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tarrurach the Skeleton Archer level 20
18th Pyre 123rd year of Ascendancy at 12:16 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Tarrurach the Skeleton Archer level 30
34th Haze 123rd year of Ascendancy at 09:54 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Tarrurach the Skeleton Archer level 40
69th Pyre 124th year of Ascendancy at 10:19 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Tarrurach the Skeleton Archer level 50
61st Dusk 125th year of Ascendancy at 22:26 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Tarrurach the Skeleton Archer level 44
4th Regrowth 125th year of Ascendancy at 08:30 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Tarrurach the Skeleton Archer level 49
61st Dusk 125th year of Ascendancy at 22:26 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Tarrurach the Skeleton Archer level 50
66th Dusk 125th year of Ascendancy at 13:31 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tarrurach the Skeleton Archer level 39
62nd Pyre 124th year of Ascendancy at 04:54 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tarrurach the Skeleton Archer level 11
6th Haze 122nd year of Ascendancy at 21:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Tarrurach the Skeleton Archer level 36
26th Pyre 124th year of Ascendancy at 10:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Tarrurach the Skeleton Archer level 23
32nd Pyre 123rd year of Ascendancy at 18:01 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Tarrurach the Skeleton Archer level 33
15th Regrowth 124th year of Ascendancy at 15:46 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Tarrurach the Skeleton Archer level 44
5th Regrowth 125th year of Ascendancy at 13:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tarrurach the Skeleton Archer level 5
5th Flare 122nd year of Ascendancy at 03:46 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Tarrurach the Skeleton Archer level 50
61st Dusk 125th year of Ascendancy at 22:45 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Tarrurach the Skeleton Archer level 42
13rd Dusk 124th year of Ascendancy at 13:08 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tarrurach the Skeleton Archer level 12
74th Haze 122nd year of Ascendancy at 19:58 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tarrurach the Skeleton Archer level 39
66th Pyre 124th year of Ascendancy at 07:38 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Tarrurach the Skeleton Archer level 25
67th Pyre 123rd year of Ascendancy at 14:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tarrurach the Skeleton Archer level 16
23rd Regrowth 123rd year of Ascendancy at 00:39 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Tarrurach the Skeleton Archer level 43
49th Haze 124th year of Ascendancy at 01:55 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tarrurach the Skeleton Archer level 30
37th Haze 123rd year of Ascendancy at 00:32 see stats
Log
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Salogann'.
You gain 22.50 gold from the transmogrification of Emblem of Evasion.
You gain 3.75 gold from the transmogrification of Girdle of the Calm Waters.
You gain 10.00 gold from the transmogrification of Shifting Boots (7 def, 1 armour).
You gain 0.35 gold from the transmogrification of hardened leather gloves (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of Yaldan Baoth (0 def, 6 armour).
You gain 1.32 gold from the transmogrification of Crystalline Voratun mail armour (11.9 def, 22.1 armour).
You gain 15.00 gold from the transmogrification of Death's Embrace (18 def, 18 armour).
You gain 25.00 gold from the transmogrification of Scale Mail of Kroltar (10 def, 18 armour).
You gain 19.17 gold from the transmogrification of Yvoldath the Radianceglean (17/21, 51.5-72.1 power, 18 apr).
You gain 0.05 gold from the transmogrification of 109 alchemist agate.
You gain 48.00 gold from the transmogrification of 3 sapphire.
You gain 12.00 gold from the transmogrification of emerald.
You gain 48.00 gold from the transmogrification of 3 jade.
You gain 34.40 gold from the transmogrification of 3 turquoise.
You gain 241.24 gold from the transmogrification of 15 bloodstone.
You gain 120.00 gold from the transmogrification of 6 fire opal.
You gain 1.67 gold from the transmogrification of Mardegen [power 4] (10 cooldown).
You gain 80.00 gold from the transmogrification of 4 diamond.
You gain 82.00 gold from the transmogrification of 5 moonstone.
You gain 180.00 gold from the transmogrification of 9 pearl.
You gain 33.60 gold from the transmogrification of 3 amber.
You gain 4.00 gold from the transmogrification of zircon.
Tarrurach wears (replacing Cloak of Deception): elven-silk cloak 'Falisin' (13 def, 26 armour).
Tarrurach deactivates Concealment.
Tarrurach deactivates Aim.
Tarrurach deactivates Premonition.
Tarrurach deactivates Piercing Ammunition.
Tarrurach deactivates Trained Reactions.

























































































