Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Exploration |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 18 / 19% |
Size | medium |
Lifes / Deaths | Killed by Prox the Mighty at level 2 on the 76th Pyre 122nd year of Ascendancy at 12:37 / 10Killed by orc corruptor at level 13 on the 39th Dusk 122nd year of Ascendancy at 10:07 Killed by Haalfla the dolleg at level 13 on the 39th Dusk 122nd year of Ascendancy at 20:18 Killed by corrupted plasmic disruptor at level 16 on the 33rd Haze 122nd year of Ascendancy at 05:21 Killed by corrupted dendritic hemospinner at level 16 on the 33rd Haze 122nd year of Ascendancy at 05:31 Killed by corrupted plasmic disruptor at level 16 on the 33rd Haze 122nd year of Ascendancy at 06:35 Killed by Arivea the Blightborn at level 16 on the 33rd Haze 122nd year of Ascendancy at 09:28 Killed by Isira the corrupted dendritic hemospinner at level 16 on the 33rd Haze 122nd year of Ascendancy at 10:35 Killed by corrupted dendritic hemospinner at level 16 on the 33rd Haze 122nd year of Ascendancy at 17:51 Killed by Urkis, the High Tempest at level 16 on the 45th Haze 122nd year of Ascendancy at 06:08 |
Primary Stats
Strength | 37 (base 35) |
Dexterity | 47 (base 46) |
Constitution | 14 (base 10) |
Magic | 10 (base 10) |
Willpower | 12 (base 10) |
Cunning | 12 (base 12) |
Resources
Life | 356/356 |
Stamina | 116/116 |
Healing Factor | 1.0326086956522 |
Regeneration | 3.3559782608697 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 75 |
Accuracy | 57 |
Crit Chance | 13% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Fire | +3% |
Darkness | +12% |
Cold | +11% |
Arcane | +12% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +9% |
Mind | +25% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 11 (70.376569037657%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 24 |
Mental Save | 22 |
Defense: Resistances
Blight | + 11%( 70%) |
Cold | + 32%( 70%) |
All | + 5%( 70%) |
Darkness | + 28%( 70%) |
Light | + 11%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 69%( 70%) |
Mind | + 15%( 70%) |
Fire | + 15%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 171 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
talent | Intuitive Shots |
talent | Trained Reactions |
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 failed to protect the injured seer from death by forest troll. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of greater demon bile. * '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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed snow giant kidney. * You've found the needed orc heart. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots of evasion (12 def, 1 armour) pair of rough leather boots of evasion (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+4 eff.) Fatigue: +1% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: 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 18 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 ash arrows of crippling (19/19, 23-32.2 power, 7 apr) quiver of ash arrows of crippling (19/19, 23-32.2 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.5% Capacity: 19 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | shimmering cashmere wizard hat of darkness (+18%) (2 def, 0 armour) shimmering cashmere wizard hat of darkness (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% darkness Changes damage: +12% arcane / +12% darkness Maximum mana: +10.00 A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | psionicist's steel ring of frost (+22%) psionicist's steel ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +4 (+2 eff.) Rings can have magical properties. |
On fingers | Aryremina AryreminaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +1 Dex Changes resistances: +10% mind / +26% lightning Changes damage: +10% mind / +13% lightning Maximum psi: +10.00 Mindpower: +4 (+3 eff.) Mental crit. chance: +4% Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around waist | Driroddagorn the Cleansebone Driroddagorn the CleanseboneInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +6% nature / +3% fire Changes resistances penetration: +20% nature Changes damage: +3% fire A belt that goes around your waist. |
In main hand | glacial ash longbow of nature glacial ash longbow of natureRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +21 nature / +9 cold When wielded/worn: Armour: +9 Changes resistances: +5% all Changes resistances penetration: +9% nature / +9% cold Longbows are used to shoot arrows at your foes. |
On hands | storm rough leather gloves of strength (+2) (0 def, 1 armour) storm rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dispeller's woollen robe (0 def, 0 armour) dispeller's woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% lightning / +6% darkness / +6% blight / +7% fire / +6% cold / +6% light Physical save: +10 (+5 eff.) Spell save: +21 (+11 eff.) Mental save: +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Madan the Lightningtyphoon (7 def, 0 armour) Madan the Lightningtyphoon (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning Changes resistances penetration: +25% mind Physical save: +7 (+4 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of constitution (+4) grounding steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
clarifying steel amulet of mastery (0.11 Technique / Conditioning) clarifying steel amulet of mastery (0.11 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.11 Technique / Conditioning Confusion immunity: +20% Amulets can have magical properties. |
Brandhue the copper ring Brandhue the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Changes resistances: +12% fire Changes resistances penetration: +10% fire Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Bokiregomnir the dwarven-steel dagger (16-20.8 power, 7 apr) Bokiregomnir the dwarven-steel dagger (16-20.8 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +5 lightning / +7 temporal When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 7 temporal Changes resistances: +6% temporal Mental save: +9 (+4 eff.) Stamina each turn: +0.60 Maximum life: +30.00 Sharp, short and deadly. |
Ragofast (10-13 power, 6 apr) Ragofast (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage (Melee): +9 temporal / +9 nature When wielded/worn: Damage when hit (Melee): 7 nature slow Equilibrium when hit: +0.12 Sharp, short and deadly. |
Pitchrain the steel longsword (15.5-21.7 power, 3 apr) Pitchrain the steel longsword (15.5-21.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +8 darkness Burst (radius 1) on hit: +11 fire When wielded/worn: Armour penetration: +1 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances penetration: +11% acid / +5% temporal / +9% fire / +9% cold / +10% lightning Sharp, long, and deadly. |
Xitira (15-18 power, 3 apr, temporal element) Xitira (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +18.0% Physical power: +6 (+2 eff.) Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +29.00% Psi when hit: +0.08 Spellpower: +12 (+11 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient woollen robe of frost (+18%) (0 def, 0 armour) ancient woollen robe of frost (+18%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +18% cold Changes resistances penetration: +5% temporal / +6% physical Changes damage: +5% temporal / +12% cold / +5% physical Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+16%) (0 def, 0 armour) linen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of life (0 def, 0 armour) linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% blight Life regen: +1.50 Maximum life: +47.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Filthveil' (3 def, 1 armour) pair of rough leather boots 'Filthveil' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% light Changes resistances penetration: +5% nature Light radius: +3 A pair of boots made of leather. |
prismatic rough leather cap of dexterity (+3) (0 def, 1 armour) prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +10% light / +11% darkness A cap made of leather. |
spellwoven linen wizard hat of time (+10%) (1 def, 0 armour) spellwoven linen wizard hat of time (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% temporal Changes damage: +10% temporal Mana each turn: +0.11 Spellpower: +3 (+3 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
hardened leather armour of natural resilience (3 def, 6 armour) hardened leather armour of natural resilience (3 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +11% nature / +14% blight Reduced damage from: +5% Unnatural A suit of armour made of leather. |
Sootsaw (6 def, 2 armour, 39 block) Sootsaw (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +17% lightning Changes damage: +6% darkness Talent granted: +2 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
65 alchemist agate 65 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Gloomwinnow (24/24, 32-38.4 power, 3 apr) Gloomwinnow (24/24, 32-38.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Nature Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 On weapon hit: * Slows global speed by 20% * 40% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Damage (Ranged): +8 darkness / +12 nature / +10 bleed Burst (radius 1) on hit: +8 darkness Shots are used with slings to pummel your foes to death. |
Ce'Norimith [power 89] (6 cooldown) Ce'Norimith [power 89] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Con Changes resistances: +15% nature Confusion immunity: +5% Only die when reaching: -20.00 life Maximum stamina: +15.00 It can be used to fire a blast of psionic energies in a range 6 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arn the Cornac Archer level 13
50th Dusk 122nd year of Ascendancy at 11:45 see stats
By Arn the Cornac Archer level 16
45th Haze 122nd year of Ascendancy at 06:17 see stats
By Arn the Cornac Archer level 10
5th Flare 122nd year of Ascendancy at 13:47 see stats
By Arn the Cornac Archer level 15
25th Haze 122nd year of Ascendancy at 20:31 see stats
By Arn the Cornac Archer level 7
78th Pyre 122nd year of Ascendancy at 19:28 see stats
By Arn the Cornac Archer level 16
35th Haze 122nd year of Ascendancy at 00:44 see stats
By Arn the Cornac Archer level 18
51st Haze 122nd year of Ascendancy at 13:27 see stats
Log
You gain 2.22 gold from the transmogrification of impenetrable dwarven-steel plate armour of lightning resistance (5 def, 18 armour).
You gain 0.60 gold from the transmogrification of cured leather armour (2 def, 4 armour).
You gain 0.60 gold from the transmogrification of cured leather armour (2 def, 4 armour).
You gain 0.80 gold from the transmogrification of iron helm of strength (+3) (0 def, 3 armour).
You gain 0.94 gold from the transmogrification of grounding rough leather cap of dexterity (+2) (0 def, 1 armour).
You gain 0.92 gold from the transmogrification of grounding rough leather cap of constitution (+2) (0 def, 1 armour).
You gain 1.69 gold from the transmogrification of blighted iron gauntlets of magic (+3) (0 def, 1 armour).
You gain 3.06 gold from the transmogrification of acidic steel waraxe of vileness (12-16.8 power, 3 apr).
You gain 15.15 gold from the transmogrification of Hathynarilach the yew starstaff (26-31.2 power, 4 apr, darkness element).
You gain 11.68 gold from the transmogrification of Chamigund the Tempestclamor (25-30 power, 4 apr, blight element).
You gain 3.63 gold from the transmogrification of vined mindstar of venom (4.5-4.95 power, 18 apr, nature damage).
You gain 0.50 gold from the transmogrification of vined mindstar (5-5.5 power, 18 apr, mind damage).
You gain 3.16 gold from the transmogrification of insidious steel mace of purging (15-21 power, 3 apr).
Personal New Achievement: Treasure Hunter (Exploration mode)!
You gain 3.16 gold from the transmogrification of acidic steel mace of paradox (16-22.4 power, 3 apr).
You gain 1.63 gold from the transmogrification of steel longsword of erosion (15-21 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (29.5-47.2 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (22-35.2 power, 2 apr).
You gain 2.16 gold from the transmogrification of insidious steel greatmaul (25.5-38.25 power, 2 apr).
You gain 1.73 gold from the transmogrification of shielding rune of the wizard (absorb 109 for 4 turns).
You gain 1.44 gold from the transmogrification of shielding rune (absorb 147 for 4 turns).
You gain 1.24 gold from the transmogrification of regeneration infusion of the wizard (heal 114 over 5 turns).
You gain 1.07 gold from the transmogrification of healing infusion of the titan (heal 58).
There is a previous level here (press '' or right click to use).
Arn deactivates Intuitive Shots.
Arn activates Intuitive Shots.
Arn deactivates Trained Reactions.
Arn activates Trained Reactions.
Arn deactivates Intuitive Shots.
Arn deactivates Trained Reactions.