










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 27 / 15% |
Size | medium |
Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 15 on the 77th Dusk 122nd year of Ascendancy at 03:03 0 / 7Killed by Bethaldawyn the skeleton master archer at level 21 on the 28th Haze 122nd year of Ascendancy at 19:35 Killed by Weirdling Beast at level 23 on the 73rd Regrowth 123rd year of Ascendancy at 21:05 Killed by shadow at level 27 on the 9th Pyre 123rd year of Ascendancy at 15:01 Killed by Elolaith the ogre guard at level 27 on the 10th Pyre 123rd year of Ascendancy at 23:33 Killed by Celia at level 27 on the 11st Pyre 123rd year of Ascendancy at 15:00 Killed by Grand Corruptor at level 27 on the 15th Pyre 123rd year of Ascendancy at 10:17 |
Primary Stats
Strength | 22 (base 14) |
Dexterity | 83 (base 58) |
Constitution | 19 (base 10) |
Magic | 13 (base 10) |
Willpower | 25 (base 10) |
Cunning | 52 (base 48) |
Resources
Life | -77/528 |
Stamina | 150/228 |
Healing Factor | 1.0791723257555 |
Regeneration | 6.7448270359721 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
See Stealth | 44.182604915697 |
See Invisible | 39.182604915697 |
Offense: Mainhand
Damage | 87 |
Accuracy | 68 |
Crit Chance | 31% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +11% |
Nature | +15% |
Mind | +15% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 28 (93.914983985962%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 29 |
Mental Save | 41 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 38%( 70%) |
Physical | + 14%( 70%) |
Cold | + 34%( 70%) |
All | + 11%( 70%) |
Lightning | + 22%( 70%) |
Light | + 23%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 44%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 43 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 556% 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 Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Betybrera the king cobra. Escort: worried loremaster (level 2 of Trollmire) | failed |
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 Shardskin. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed orc heart. * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed green worm. * You've found the needed bear paw. | 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 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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +1 Mag / +8 Lck Changes resistances: +12% lightning / +6% darkness Critical mult.: +15.00% Stealth bonus: +7 Mental save: +6 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 49% * 10% chance to reduce damage dealt by 19% Damage (Ranged): +4 nature / +4 fire Damage (radius 1) on hit: +20 darkness / +8 fire Damage (radius 2) on crit: +8 darkness Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +11% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 53.70 light damage. At talent level 3 you gain 11% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +3 Str / +3 Wil Changes resistances: +12% blight / +6% fire / +12% darkness Changes resistances penetration: +25% blight / +25% fire Mental save: +7 (+2 eff.) Light radius: +2 A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 253 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +10 See invisible: +5 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +8 (+4 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Changes resistances: +9% cold / +3% fire / +6% darkness / +9% mind Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Slings are used to hurl stones or metal shots at your foes. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +6% acid / +3% physical / +3% darkness / +12% blight Spell save: +6 (+3 eff.) Life regen: +6.00 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Dex / +3 Cun Changes resistances: +12% cold Changes damage: +6% fire Light radius: +2 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +14% light / +13% darkness Blindness immunity: +23% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 -304 life. The duration and life will increase by 1% for every 1% life you have lost (currently 652 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 378 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.14 Technique / Archery prowess Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Dex Life regen: +1.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Talent mastery: +0.13 Cunning / Poisons Life regen: +2.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% temporal Pinning immunity: +25% Knockback immunity: +21% Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 2 fire Changes resistances: +3% nature Changes damage: +3% acid Maximum encumbrance: +27 Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +24% darkness Changes damage: +12% darkness / +5% all Spellpower: +9 (+8 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Spellpower: +7 (+7 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Damage (Melee): 16 light Damage (Ranged): 11 light Changes stats: +6 Dex / +5 Mag / +5 Cun Changes damage: +13% light Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +3% lightning Spell save: +13 (+6 eff.) Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Maximum stamina: +15.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +17 (+7 eff.) Changes stats: +2 Str / +3 Mag Changes resistances penetration: +5% physical Critical mult.: +15.00% Only die when reaching: -60.00 life Spellpower: +7 (+7 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Stun/Freeze immunity: +27% Life regen: +1.00 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% mind Changes damage: +11% mind Spell save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +9% blight Changes damage: +21% lightning / +15% arcane / +3% blight Mental save: +8 (+2 eff.) Spellpower: +6 (+6 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 132, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +12% acid Changes resistances penetration: +20% darkness / +10% blight Changes damage: +18% darkness Stealth bonus: +9 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +8 (+3 eff.) Stealth bonus: +6 Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +2 Str / +2 Con Changes resistances: +18% acid Changes resistances penetration: +20% acid Changes damage: +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% nature / +6% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Mental save: +8 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +4 Mag / +4 Wil Changes resistances: +15% mind Changes damage: +12% lightning / +6% mind Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal / +13% cold Changes resistances penetration: +10% mind / +5% temporal Changes damage: +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +6% acid / +4% physical / +6% blight / +7% fire / +8% cold Teleport immunity: +20% Healing mod.: +20% A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% fire / +5% arcane / +9% light Poison immunity: +10% Life regen: +2.00 Maximum life: +20.00 Movement speed: +25% A pair of boots made of leather. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +2 Cun / +3 Mag Changes resistances: +9% acid / +9% fire / +8% light / +6% darkness Changes damage: +3% blight Reduces incoming crit damage: 10.00% Disease immunity: +20% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 31.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Con Changes resistances penetration: +5% arcane Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 acid Changes resistances: +25% fire / +5% arcane / +3% cold Changes damage: +11% fire A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 lightning damage (62.88 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +9% acid Changes resistances penetration: +5% mind Spell save: +6 (+3 eff.) Equilibrium when hit: +0.20 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Con Psi each turn: +0.12 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +4 Con Changes resistances: +3% darkness / +9% blight / +6% cold / +5% arcane / +12% nature Changes damage: +3% lightning A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% light / +11% darkness A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +14% blight Changes damage: +14% blight Spell save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +16% cold / +10% light / +13% darkness A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 5 fire Changes resistances: +15% acid / +14% fire / +12% physical A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Light radius: +6 See stealth: +5 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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 381.42 fire damage (based on Magic) Activation costs 43 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil / +5 Con Changes resistances: +6% temporal Changes damage: +9% darkness Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +9 It can be used to blast the opponent's mind dealing 288 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Aleldlet the Shalore Archer level 17
6th Haze 122nd year of Ascendancy at 11:01 see stats
By Aleldlet the Shalore Archer level 10
13rd Dusk 122nd year of Ascendancy at 08:22 see stats
By Aleldlet the Shalore Archer level 20
20th Haze 122nd year of Ascendancy at 09:40 see stats
By Aleldlet the Shalore Archer level 25
3rd Pyre 123rd year of Ascendancy at 15:17 see stats
By Aleldlet the Shalore Archer level 24
79th Regrowth 123rd year of Ascendancy at 23:42 see stats
By Aleldlet the Shalore Archer level 8
8th Flare 122nd year of Ascendancy at 18:28 see stats
By Aleldlet the Shalore Archer level 23
18th Regrowth 123rd year of Ascendancy at 13:06 see stats
By Aleldlet the Shalore Archer level 26
7th Pyre 123rd year of Ascendancy at 07:17 see stats
By Aleldlet the Shalore Archer level 17
5th Haze 122nd year of Ascendancy at 19:56 see stats
Log
Aleldlet receives 9 healing from Deadly Poison from Aleldlet.
Aleldlet uses Venomous Strike.
Grand Corruptor casts Timeless.
Grand Corruptor is not silenced anymore.
Grand Corruptor is no longer poisoned.
Grand Corruptor casts Wraithform.
Grand Corruptor turns into a wraith.
Grand Corruptor casts Blood Lock.
Aleldlet is blood locked.
Grand Corruptor's Darkfire is disrupted by crippling poison!
Grand Corruptor's Blood Spray is disrupted by crippling poison!
Grand Corruptor's Pacification Hex is disrupted by crippling poison!
Grand Corruptor's Cyst Burst is disrupted by crippling poison!
Grand Corruptor is poisoned!
Aleldlet's Venomous Strike hits Grand Corruptor for 136 nature, 4 nature, 3 fire, 11 darkness, 7 fire (160 total damage).
Grand Corruptor fails to use Drain.
Talent Infusion: Movement is ready to use.
Talent Steady Shot is ready to use.
Weakness Disease from Grand Corruptor hits Aleldlet for 43 blight damage.
Decrepitude Disease from Grand Corruptor hits Aleldlet for 32 blight damage.
Deadly Poison from Aleldlet hits Grand Corruptor for 22 nature damage.
Aleldlet receives 9 healing from Deadly Poison from Aleldlet.
Aleldlet shoots!
Aleldlet is no longer invisible.
Talent Vital Shot is ready to use.
Weakness Disease from Grand Corruptor hits Aleldlet for 43 blight damage.
Decrepitude Disease from Grand Corruptor hits Aleldlet for 32 blight damage.
Aleldlet the level 27 shalore archer was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You are no longer encumbered.