










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 24 / 9% |
Size | medium |
Lifes / Deaths | Killed by arcane crystal at level 8 on the 9th Mirth 122nd year of Ascendancy at 17:35 / 67Killed by ritch flamespitter at level 12 on the 2nd Dusk 122nd year of Ascendancy at 09:24 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 10:24 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 11:01 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 11:09 Killed by giant netherworm at level 12 on the 2nd Dusk 122nd year of Ascendancy at 11:31 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 12:29 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 13:03 Killed by netherworm mass at level 12 on the 2nd Dusk 122nd year of Ascendancy at 13:16 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 11:20 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 13:35 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 14:02 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 15:12 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 16:00 Killed by Weirdling Beast at level 12 on the 3rd Dusk 122nd year of Ascendancy at 16:16 Killed by Layewyn the fire drake at level 12 on the 3rd Dusk 122nd year of Ascendancy at 22:47 Killed by fire drake hatchling at level 12 on the 3rd Dusk 122nd year of Ascendancy at 23:02 Killed by fire drake at level 12 on the 4th Dusk 122nd year of Ascendancy at 00:18 Killed by Bethota the fire drake hatchling at level 12 on the 4th Dusk 122nd year of Ascendancy at 02:26 Killed by Bethota the fire drake hatchling at level 13 on the 4th Dusk 122nd year of Ascendancy at 03:14 Killed by Weirdling Beast at level 15 on the 16th Dusk 122nd year of Ascendancy at 07:48 Killed by Weirdling Beast at level 15 on the 16th Dusk 122nd year of Ascendancy at 09:10 Killed by Weirdling Beast at level 15 on the 16th Dusk 122nd year of Ascendancy at 09:53 Killed by corrupted plasmic disruptor at level 15 on the 40th Dusk 122nd year of Ascendancy at 05:22 Killed by Polodawe the Blightborn at level 15 on the 40th Dusk 122nd year of Ascendancy at 14:34 Killed by Grand Corruptor at level 16 on the 41st Dusk 122nd year of Ascendancy at 00:57 Killed by Grand Corruptor at level 16 on the 41st Dusk 122nd year of Ascendancy at 01:17 Killed by Grand Corruptor at level 16 on the 41st Dusk 122nd year of Ascendancy at 01:37 Killed by Osrebo the krog at level 16 on the 46th Dusk 122nd year of Ascendancy at 02:43 Killed by Lisinn the wolf at level 16 on the 51st Dusk 122nd year of Ascendancy at 03:18 Killed by Lisinn the wolf at level 16 on the 51st Dusk 122nd year of Ascendancy at 03:33 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 04:00 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 04:17 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 04:35 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 04:45 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 05:07 Killed by Cyrywyn the multi-hued drake hatchling at level 16 on the 51st Dusk 122nd year of Ascendancy at 05:27 Killed by Layolewen the broken golem at level 17 on the 79th Dusk 122nd year of Ascendancy at 22:46 Killed by Chronolith Twin at level 18 on the 3rd Haze 122nd year of Ascendancy at 19:21 Killed by Veleganor the sandworm at level 20 on the 43rd Haze 122nd year of Ascendancy at 17:54 Killed by Gubeth the slaver at level 21 on the 9th Allure 123rd year of Ascendancy at 12:50 Killed by enthralled slave at level 21 on the 9th Allure 123rd year of Ascendancy at 13:26 Killed by skeleton mage at level 22 on the 16th Regrowth 123rd year of Ascendancy at 19:12 Killed by Xath the skeleton warrior at level 22 on the 17th Regrowth 123rd year of Ascendancy at 17:22 Killed by Ce'Nytira the crimson ooze at level 22 on the 17th Regrowth 123rd year of Ascendancy at 17:51 Killed by vampire lord at level 22 on the 18th Regrowth 123rd year of Ascendancy at 15:08 Killed by orc necromancer at level 23 on the 19th Regrowth 123rd year of Ascendancy at 20:10 Killed by orc necromancer at level 23 on the 19th Regrowth 123rd year of Ascendancy at 20:38 Killed by Salithra the fire drake hatchling at level 23 on the 19th Regrowth 123rd year of Ascendancy at 21:07 Killed by orc necromancer at level 23 on the 19th Regrowth 123rd year of Ascendancy at 21:40 Killed by Voreda the skeleton archer at level 23 on the 20th Regrowth 123rd year of Ascendancy at 03:27 Killed by Voreda the skeleton archer at level 23 on the 20th Regrowth 123rd year of Ascendancy at 03:39 Killed by Animated enhanced dwarven-steel mace of disruption at level 23 on the 20th Regrowth 123rd year of Ascendancy at 13:02 Killed by Poltergeist Hare-Skin Sling at level 23 on the 20th Regrowth 123rd year of Ascendancy at 18:49 Killed by beam trap at level 23 on the 20th Regrowth 123rd year of Ascendancy at 19:12 Killed by Poltergeist Hare-Skin Sling at level 23 on the 20th Regrowth 123rd year of Ascendancy at 19:30 Killed by Animated magelord's elven-wood magestaff of channeling at level 23 on the 20th Regrowth 123rd year of Ascendancy at 21:39 Killed by Poltergeist Sword of Potential Futures at level 23 on the 20th Regrowth 123rd year of Ascendancy at 21:49 Killed by Animated warbringer's stralite greatmaul of erosion at level 23 on the 20th Regrowth 123rd year of Ascendancy at 22:00 Killed by Poltergeist Sword of Potential Futures at level 23 on the 20th Regrowth 123rd year of Ascendancy at 22:16 Killed by Poltergeist Sword of Potential Futures at level 23 on the 20th Regrowth 123rd year of Ascendancy at 23:11 Killed by Animated magelord's elven-wood magestaff of channeling at level 24 on the 21st Regrowth 123rd year of Ascendancy at 03:53 Killed by losselhing at level 24 on the 21st Regrowth 123rd year of Ascendancy at 04:09 Killed by Grand Corruptor at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 05:17 Killed by Grand Corruptor at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 05:37 Killed by Grand Corruptor at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 05:47 Killed by Stringy at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 05:53 |
Primary Stats
Strength | 41 (base 16) |
Dexterity | 84 (base 54) |
Constitution | 36 (base 28) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 32 (base 23) |
Resources
Life | 607/607 |
Stamina | 204/204 |
Healing Factor | 1.1979202340232 |
Regeneration | 10.960970141312 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 9 |
Offense: Mainhand
Damage | 79 |
Accuracy | 69 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Nature | +10% |
Blight | +10% |
Darkness | +20% |
Mind | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 23.335093952971 (47.857809501309%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 8 |
Physical Save | 26 |
Spell Save | 11 |
Mental Save | 23 |
Defense: Resistances
Acid | + 34%( 70%) |
Fire | + 20%( 70%) |
Darkness | + 10%( 70%) |
Cold | + 26%( 70%) |
Physical | + 15%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Archery prowess | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 failed to protect the lone alchemist from death by Stringy. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost defiler from death by Stringy. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Xerydakira the ghoul. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Stringy. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Stringy. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by spitting spider. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 6 of Dreadfell) | 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 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed vampire lord fang. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have 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 |
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 Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 2 blight Changes resistances: +12% acid / +6% fire / +8% cold Changes resistances penetration: +20% mind / +5% acid Changes damage: +3% mind A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Changes damage: +9% cold It can be used to blast the opponent's mind dealing 232 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Defense: +20 (+7 eff.) Changes stats: +5 Str / +3 Dex / +5 Con Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 43.06 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +8% fire / +7% cold Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Blindness immunity: +20% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +17% acid Mental save: +14 (+7 eff.) Life regen: +2.90 Stamina each turn: +0.70 See invisible: +9 A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 6 mind Changes resistances: +6% mind Changes resistances penetration: +10% blight / +15% mind Life regen: +2.00 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. 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. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 246.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun Life regen: +2.00 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +5 (+2 eff.) Changes stats: +2 Dex Spellpower: +6 (+5 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% physical Blindness immunity: +20% Poison immunity: +10% Disease immunity: +10% Hate when firing a critical mind attack: +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +20 lightning / +8 cold Damage (radius 1) on hit: +20 lightning When wielded/worn: Changes stats: +2 Mag Changes damage: +11% cold Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +6% darkness Maximum encumbrance: +23 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil Spell save: +6 (+6 eff.) Maximum mana: +44.00 A stylish kruk-style cloak, to look awesome. |
![]() Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal Confusion immunity: +10% Infravision radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage (76.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Travel speed: +200% Damage (Ranged): +21 physical Arrows are used with bows to pierce your foes to death. |
![]() 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 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 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 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 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. |
![]() Infused 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 (+3 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 7 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 20% 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. |
![]() 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 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 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. |
![]() 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. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 17 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +5 light Damage against: +14% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +12.5% Capacity: 20 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +13 lightning / +4 darkness Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +8 lightning / +16 darkness Damage against: +8% Unnatural Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +1% physical Reduces incoming crit damage: 15.00% Physical save: +18 (+9 eff.) Confusion immunity: +20% Life regen: +4.00 It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 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 Stringy the Skeleton Archer level 15
24th Dusk 122nd year of Ascendancy at 22:41 see stats
By Stringy the Skeleton Archer level 18
4th Haze 122nd year of Ascendancy at 05:44 see stats
By Stringy the Skeleton Archer level 15
39th Dusk 122nd year of Ascendancy at 11:11 see stats
By Stringy the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 17:24 see stats
By Stringy the Skeleton Archer level 20
26th Haze 122nd year of Ascendancy at 04:19 see stats
By Stringy the Skeleton Archer level 12
3rd Dusk 122nd year of Ascendancy at 22:46 see stats
By Stringy the Skeleton Archer level 21
9th Allure 123rd year of Ascendancy at 17:51 see stats
By Stringy the Skeleton Archer level 24
21st Regrowth 123rd year of Ascendancy at 21:07 see stats
By Stringy the Skeleton Archer level 15
24th Dusk 122nd year of Ascendancy at 22:41 see stats
By Stringy the Skeleton Archer level 24
22nd Regrowth 123rd year of Ascendancy at 05:53 see stats
Log
Stringy shoots!
Stringy's Shoot hits Grand Corruptor for 84 physical damage.
Stringy receives 3 healing from Bloodcaller.
Bleeding from Stringy hits Grand Corruptor for 32 physical damage.
Grand Corruptor casts Blood Grasp.
Grand Corruptor's Blood Grasp hits Stringy for 169 blight damage.
Grand Corruptor receives 36 healing from Grand Corruptor's Blood Grasp.
Stringy shoots!
Stringy's Shoot hits Grand Corruptor for 83 physical damage.
Stringy receives 2 healing from Bloodcaller.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Stringy is afflicted by a decrepitude disease!
Bleeding from Stringy hits Grand Corruptor for 32 physical damage.
Grand Corruptor's Soul Rot hits Stringy for 322 blight damage.
Grand Corruptor casts Bone Spear.
Grand Corruptor hits Stringy for 240 physical damage.
Stringy the level 24 skeleton archer was bludgeoned to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grand Corruptor killed Stringy!
Saving game...
Saving done.
Talent Steady Shot is ready to use.
Talent Volley is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Exploration mode)!