








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 11 / 82% |
Size | medium |
Lifes / Deaths | Killed by Vren the dwarf at level 5 on the 8th Dusk 122nd year of Ascendancy at 01:08 / 54Killed by Hamosril the halfling at level 5 on the 8th Dusk 122nd year of Ascendancy at 01:20 Killed by Hamosril the halfling at level 5 on the 8th Dusk 122nd year of Ascendancy at 01:42 Killed by thief at level 6 on the 11st Dusk 122nd year of Ascendancy at 09:05 Killed by thief at level 6 on the 11st Dusk 122nd year of Ascendancy at 09:56 Killed by thief at level 6 on the 11st Dusk 122nd year of Ascendancy at 10:15 Killed by Cyrutha the degenerated skeleton warrior at level 6 on the 11st Dusk 122nd year of Ascendancy at 18:25 Killed by The Shade at level 7 on the 13rd Dusk 122nd year of Ascendancy at 06:40 Killed by Belubeth the giant red ant at level 8 on the 17th Dusk 122nd year of Ascendancy at 13:02 Killed by Belubeth the giant red ant at level 8 on the 17th Dusk 122nd year of Ascendancy at 13:22 Killed by Belubeth the giant red ant at level 8 on the 17th Dusk 122nd year of Ascendancy at 13:40 Killed by Adind the thalore at level 8 on the 26th Dusk 122nd year of Ascendancy at 16:00 Killed by Ethci the thalore at level 8 on the 26th Dusk 122nd year of Ascendancy at 16:14 Killed by Lisirin the multi-hued crystal at level 10 on the 40th Dusk 122nd year of Ascendancy at 20:10 Killed by snow giant boulder thrower at level 10 on the 65th Dusk 122nd year of Ascendancy at 13:29 Killed by ritch flamespitter at level 10 on the 65th Dusk 122nd year of Ascendancy at 16:00 Killed by ritch flamespitter at level 10 on the 65th Dusk 122nd year of Ascendancy at 16:22 Killed by Eilinivea the skeleton warrior at level 10 on the 66th Dusk 122nd year of Ascendancy at 05:11 Killed by Eilinivea the skeleton warrior at level 10 on the 66th Dusk 122nd year of Ascendancy at 05:27 Killed by Ivyda the ghast at level 10 on the 66th Dusk 122nd year of Ascendancy at 05:41 Killed by Eilinivea the skeleton warrior at level 11 on the 66th Dusk 122nd year of Ascendancy at 05:55 Killed by Eilinivea the skeleton warrior at level 11 on the 66th Dusk 122nd year of Ascendancy at 06:42 Killed by Belolrann the skeleton warrior at level 11 on the 66th Dusk 122nd year of Ascendancy at 11:29 Killed by master vampire at level 11 on the 66th Dusk 122nd year of Ascendancy at 14:02 Killed by master vampire at level 11 on the 66th Dusk 122nd year of Ascendancy at 14:37 Killed by skeleton master archer at level 11 on the 66th Dusk 122nd year of Ascendancy at 15:16 Killed by skeleton master archer at level 11 on the 66th Dusk 122nd year of Ascendancy at 15:39 Killed by skeleton warrior at level 11 on the 66th Dusk 122nd year of Ascendancy at 19:55 Killed by skeleton assassin at level 11 on the 66th Dusk 122nd year of Ascendancy at 21:01 Killed by skeleton assassin at level 11 on the 66th Dusk 122nd year of Ascendancy at 21:23 Killed by skeleton assassin at level 11 on the 66th Dusk 122nd year of Ascendancy at 21:34 Killed by skeleton magus at level 11 on the 66th Dusk 122nd year of Ascendancy at 21:50 Killed by armoured skeleton warrior at level 11 on the 66th Dusk 122nd year of Ascendancy at 22:55 Killed by master vampire at level 11 on the 66th Dusk 122nd year of Ascendancy at 23:25 Killed by master vampire at level 11 on the 67th Dusk 122nd year of Ascendancy at 00:56 Killed by grave wight at level 11 on the 67th Dusk 122nd year of Ascendancy at 02:35 Killed by skeleton warrior at level 11 on the 67th Dusk 122nd year of Ascendancy at 02:47 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 06:06 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 06:18 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 06:31 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 06:40 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 07:02 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 07:26 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 08:33 Killed by skeleton magus at level 11 on the 67th Dusk 122nd year of Ascendancy at 09:33 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 09:44 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 10:05 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 10:40 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 11:03 Killed by vampire lord at level 11 on the 67th Dusk 122nd year of Ascendancy at 11:21 Killed by skeleton archer at level 11 on the 67th Dusk 122nd year of Ascendancy at 13:57 Killed by skeleton warrior at level 11 on the 67th Dusk 122nd year of Ascendancy at 14:17 Killed by skeleton warrior at level 11 on the 67th Dusk 122nd year of Ascendancy at 14:24 Killed by Rodbrolof at level 11 on the 67th Dusk 122nd year of Ascendancy at 14:39 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 39 (base 34) |
Constitution | 24 (base 18) |
Magic | 8 (base 10) |
Willpower | 11 (base 10) |
Cunning | 20 (base 18) |
Resources
Life | 305/305 |
Stamina | 132/132 |
Healing Factor | 1.1172674059366 |
Regeneration | 0.27931685148415 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 29.388114253578 |
Offense: Mainhand
Damage | 44 |
Accuracy | 41 |
Crit Chance | 4% |
APR | 14 |
Speed | 0.91 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
All | 0% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 5 (63.914983985962%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 6 |
Mental Save | 13 |
Defense: Resistances
Acid | + 15%( 70%) |
Light | + 10%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 10%( 70%) |
Physical | + 8%( 70%) |
Lightning | + 17%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 20% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 14% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery prowess | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by giant grey rat. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by hornet swarm. Escort: repented thief (level 1 of Dreadfell) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 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: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +16% temporal / +8% physical Mental save: +3 (+3 eff.) Blindness immunity: +14% Pinning immunity: +25% Knockback immunity: +20% Stamina each turn: +0.30 Psi when hit: +0.08 Mindpower: +20 (+10 eff.) Infravision radius: +2 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +200% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Changes stats: +2 Cun Changes resistances penetration: +8% all Combat speed: +10% Longbows are used to shoot arrows at your foes. |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +17% lightning / +10% light / +10% darkness A suit of armour made of leather. |
Inventory
![]() healing infusion of the psychic (heal 67; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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. |
![]() wild infusion of the titan (res 21%; magical; dur 4; cd 14) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() wild infusion of the wizard (res 18%; physical; dur 3; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Spiderburst the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% acid / +3% physical / +6% nature Changes resistances penetration: +5% nature Talent mastery: +0.26 Technique / Marksmanship Knockback immunity: +10% Amulets make your neck look great! |
![]() cleansing steel amulet of strength (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% nature / +11% blight Poison immunity: +26% Disease immunity: +21% Amulets make your neck look great! |
![]() grounding gold amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Icewalker the dwarven-steel battleaxe (44-66 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 blight Damage (radius 1) on hit: +4 cold When wielded/worn: Changes resistances penetration: +15% arcane Changes damage: +15% blight Mana each turn: +0.04 Massive two-handed battleaxes. |
![]() Chargeripper (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +1 Str / +4 Dex / +4 Cun Changes resistances: +9% lightning Changes damage: +3% arcane Sharp, short and deadly. |
![]() steel greatmaul of crippling (30-45 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Massive two-handed mauls. |
![]() Colaryem (48-77 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() acidic dwarven-steel greatsword of erosion (32-52 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +7 nature Massive two-handed swords. |
![]() chilling dwarven-steel greatsword of massacre (46-74 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 cold Massive two-handed swords. |
![]() ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() acidic dwarven-steel longsword of massacre (29-41 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
![]() hateful dwarven-steel mace of massacre (36-50 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +7% Living Blunt and deadly. |
![]() gifted vined mindstar of life (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +11.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caustic hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +17 acid / +16 nature When wielded/worn: Armour penetration: +5 Changes resistances penetration: +5% acid / +8% nature Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling of cold Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +11 cold When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Str Changes damage: +9% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 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. |
![]() ash magestaff of fate (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +7 (+6 eff.) Spell save: +7 (+7 eff.) Mental save: +6 (+6 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel ash starstaff of fate (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +9 (+7 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood magestaff of illumination (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +3% light Changes resistances penetration: +5% fire Changes damage: +6% lightning Disarm immunity: +21% One-handed war axes. |
![]() balanced dwarven-steel waraxe of massacre (30-41 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% One-handed war axes. |
![]() dwarven-steel waraxe of crippling (19-27 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
![]() slime-covered steel waraxe of massacre (22-30 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 44% One-handed war axes. |
![]() focusing cashmere robe of fire (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +11% all / +16% fire Changes damage: +11% fire Mana each turn: +0.13 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.6 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% mind Mental save: +10 (+8 eff.) A suit of armour made of mail. |
![]() impenetrable steel mail armour of acid resistance (2 def, 11 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +17% acid A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() troll-hide cured leather armour of alacrity (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +32.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +12% A suit of armour made of leather. |
![]() steel plate armour of lightning resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +15% lightning A suit of armour made of metal plates. |
![]() dwarven-steel shield 'Blazestreaker' (0 def, 12 armour, 120 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +2 Armour: +12 Fatigue: +8% Changes damage: +3% lightning / +12% physical Talent granted: +1 Block Stamina each turn: +1.00 Handheld deflection devices. |
![]() reinforced steel shield (0 def, 6 armour, 72.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() flaming quiver of ash arrows (22/22, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 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: 22 Damage (radius 1) on hit: +9 fire Arrows are used with bows to pierce your foes to death. |
![]() 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 / 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 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() flaming pouch of dwarven-steel shots of accuracy (20/20, 36-43 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Damage (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. |
![]() supercharged elven-wood wand of lightning storm [power 470] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (470 total damage) Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Rodbrolof the Thalore Archer level 10
40th Dusk 122nd year of Ascendancy at 14:04 see stats
By Rodbrolof the Thalore Archer level 11
67th Dusk 122nd year of Ascendancy at 14:39 see stats
Log
Today is the 67th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:25.
Talent Steady Shot is ready to use.
Talent Volley is ready to use.
Talent Disengage is ready to use.
Talent Fragmentation Shot is ready to use.
Personal New Achievement: Utterly Destroyed (Exploration mode)!