











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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 32 / 59% |
Size | small |
Lifes / Deaths | Killed by naga myrmidon at level 14 on the 2nd Summertide 122nd year of Ascendancy at 17:16 / 51Killed by naga psyren at level 14 on the 2nd Summertide 122nd year of Ascendancy at 17:43 Killed by naga myrmidon at level 14 on the 3rd Summertide 122nd year of Ascendancy at 00:07 Killed by entrenched horror at level 14 on the 3rd Summertide 122nd year of Ascendancy at 00:40 Killed by ultimate gwelgoroth at level 15 on the 3rd Flare 122nd year of Ascendancy at 02:04 Killed by Loodask at level 17 on the 33rd Dusk 122nd year of Ascendancy at 09:08 Killed by snow giant thunderer at level 17 on the 71st Dusk 122nd year of Ascendancy at 05:16 Killed by Chronolith Clone at level 19 on the 73rd Dusk 122nd year of Ascendancy at 17:24 Killed by Chronolith Twin at level 19 on the 73rd Dusk 122nd year of Ascendancy at 17:51 Killed by Vorann the vampire rat at level 19 on the 6th Haze 122nd year of Ascendancy at 07:04 Killed by Rat Lich at level 19 on the 6th Haze 122nd year of Ascendancy at 09:54 Killed by Rat Lich at level 19 on the 6th Haze 122nd year of Ascendancy at 11:12 Killed by Urkis, the High Tempest at level 20 on the 6th Haze 122nd year of Ascendancy at 20:06 Killed by Bethydabeth the blade horror at level 21 on the 14th Haze 122nd year of Ascendancy at 23:53 Killed by Assassin Lord at level 21 on the 41st Haze 122nd year of Ascendancy at 15:38 Killed by Assassin Lord at level 21 on the 41st Haze 122nd year of Ascendancy at 16:32 Killed by armoured skeleton warrior at level 21 on the 47th Haze 122nd year of Ascendancy at 20:25 Killed by Ematira the bone giant at level 21 on the 47th Haze 122nd year of Ascendancy at 21:31 Killed by Ematira the bone giant at level 21 on the 47th Haze 122nd year of Ascendancy at 22:56 Killed by Neryssra the elder vampire at level 21 on the 48th Haze 122nd year of Ascendancy at 01:01 Killed by Aerethra the skeleton magus at level 21 on the 48th Haze 122nd year of Ascendancy at 03:55 Killed by Adeba the vampire lord at level 21 on the 48th Haze 122nd year of Ascendancy at 05:29 Killed by Adeba the vampire lord at level 21 on the 48th Haze 122nd year of Ascendancy at 06:11 Killed by Adeba the vampire lord at level 21 on the 48th Haze 122nd year of Ascendancy at 06:43 Killed by carrion worm mass at level 21 on the 48th Haze 122nd year of Ascendancy at 11:28 Killed by Mayavea the skeleton warrior at level 21 on the 48th Haze 122nd year of Ascendancy at 13:25 Killed by Celia at level 21 on the 48th Haze 122nd year of Ascendancy at 15:56 Killed by Celia at level 21 on the 48th Haze 122nd year of Ascendancy at 16:35 Killed by Celia at level 21 on the 48th Haze 122nd year of Ascendancy at 18:29 Killed by skeleton mage at level 21 on the 48th Haze 122nd year of Ascendancy at 19:38 Killed by orc corruptor at level 22 on the 52nd Haze 122nd year of Ascendancy at 08:41 Killed by skeleton master archer at level 22 on the 52nd Haze 122nd year of Ascendancy at 21:22 Killed by Layetha the forest wight at level 23 on the 53rd Haze 122nd year of Ascendancy at 07:18 Killed by skeleton magus at level 23 on the 53rd Haze 122nd year of Ascendancy at 15:05 Killed by barrow wight at level 23 on the 54th Haze 122nd year of Ascendancy at 04:13 Killed by skeleton magus at level 23 on the 54th Haze 122nd year of Ascendancy at 06:38 Killed by Borfast the Broken at level 24 on the 54th Haze 122nd year of Ascendancy at 08:48 Killed by Borfast the Broken at level 24 on the 54th Haze 122nd year of Ascendancy at 10:09 Killed by vampire lord at level 24 on the 54th Haze 122nd year of Ascendancy at 12:50 Killed by Borfast the Broken at level 24 on the 54th Haze 122nd year of Ascendancy at 14:52 Killed by skeleton magus at level 24 on the 55th Haze 122nd year of Ascendancy at 00:25 Killed by elder vampire at level 24 on the 55th Haze 122nd year of Ascendancy at 10:03 Killed by The Master at level 24 on the 55th Haze 122nd year of Ascendancy at 12:01 Killed by Lord of Skulls (mage) at level 24 on the 55th Haze 122nd year of Ascendancy at 13:57 Killed by The Master at level 24 on the 55th Haze 122nd year of Ascendancy at 15:35 Killed by The Master at level 24 on the 55th Haze 122nd year of Ascendancy at 17:36 Killed by skeleton magus at level 24 on the 55th Haze 122nd year of Ascendancy at 19:29 Killed by lava floor at level 25 on the 55th Haze 122nd year of Ascendancy at 22:03 Killed by Polimithra the elven guard at level 27 on the 59th Haze 122nd year of Ascendancy at 23:01 Killed by elven cultist at level 27 on the 60th Haze 122nd year of Ascendancy at 01:24 Killed by Gloroba the orc assassin at level 30 on the 1st Pyre 123rd year of Ascendancy at 12:49 |
Primary Stats
Strength | 28 (base 19) |
Dexterity | 66 (base 57) |
Constitution | 34 (base 33) |
Magic | 10 (base 10) |
Willpower | 40 (base 10) |
Cunning | 73 (base 39) |
Resources
Life | 803/803 |
Stamina | 178/178 |
Healing Factor | 1.335336564623 |
Regeneration | 5.6751803996476 |
Speed
Mental | +28% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 8 |
See Stealth | 82.797328838882 |
See Invisible | 82.797328838882 |
Offense: Mainhand
Damage | 123 |
Accuracy | 65 |
Crit Chance | 52% |
APR | 15 |
Speed | 0.78 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Cold | +9% |
All | 0% |
Darkness | +24% |
Light | +27% |
Temporal | +5% |
Lightning | +12% |
Fire | +6% |
Nature | +20% |
Offense: Damage Penetration
Darkness | +15% |
Acid | +25% |
Mind | +5% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 47 (76.987013568881%) |
Defense | 71 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 32 |
Mental Save | 41 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 29%( 70%) |
Physical | + 20%( 70%) |
Cold | + 45%( 70%) |
All | + 11%( 70%) |
Lightning | + 41%( 70%) |
Light | + 14%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 31%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 28% |
Confusion Resistance | 20% |
Knockback Resistance | 24% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 523% 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 Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Agility | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Rapid Shot |
talent | Intuitive Shots |
talent | Trained Reactions |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Forest Troll Hedge-Wizard. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc corruptor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 214. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Dex Changes resistances: +6% fire / +6% cold It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 20 On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +13 nature Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 106, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 275.28 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 3.5 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 temporal Damage (Ranged): 12 temporal Changes resistances: +3% light / +10% temporal Changes resistances penetration: +5% darkness Changes damage: +5% temporal Critical mult.: +10.00% Spell save: +12 (+6 eff.) Confusion immunity: +20% 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. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +12 Str / +10 Wil / +3 Cun Changes damage: +9% darkness Hate when firing a critical mind attack: +5.00 Mental crit. chance: +16% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +24% lightning / +6% fire Changes resistances penetration: +5% fire Changes damage: +12% lightning / +6% fire Stun/Freeze immunity: +25% Life regen: +1.00 Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +9% acid / +3% nature Changes damage: +12% acid / +9% cold Disarm immunity: +28% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +30.00 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid / 6 fire Changes resistances: +9% mind Changes resistances penetration: +5% mind Talent mastery: +0.12 Technique / Sniper Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 4.5 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes resistances: +12% cold Changes resistances penetration: +25% acid Changes damage: +12% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 28 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +23% acid / +12% light / +12% darkness A suit of armour made of leather. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 42 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 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 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all 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 It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 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 168 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. |
Achievements
By Loodask the Halfling Archer level 26
57th Haze 122nd year of Ascendancy at 18:30 see stats
By Loodask the Halfling Archer level 25
56th Haze 122nd year of Ascendancy at 04:44 see stats
By Loodask the Halfling Archer level 32
9th Pyre 123rd year of Ascendancy at 09:02 see stats
By Loodask the Halfling Archer level 21
19th Haze 122nd year of Ascendancy at 21:28 see stats
By Loodask the Halfling Archer level 31
2nd Pyre 123rd year of Ascendancy at 16:54 see stats
By Loodask the Halfling Archer level 18
73rd Dusk 122nd year of Ascendancy at 12:36 see stats
By Loodask the Halfling Archer level 20
8th Haze 122nd year of Ascendancy at 00:11 see stats
By Loodask the Halfling Archer level 30
10th Regrowth 123rd year of Ascendancy at 11:22 see stats
By Loodask the Halfling Archer level 17
33rd Dusk 122nd year of Ascendancy at 09:08 see stats
By Loodask the Halfling Archer level 15
1st Flare 122nd year of Ascendancy at 03:50 see stats
By Loodask the Halfling Archer level 10
5th Mirth 122nd year of Ascendancy at 16:45 see stats
By Loodask the Halfling Archer level 20
6th Haze 122nd year of Ascendancy at 11:52 see stats
By Loodask the Halfling Archer level 30
10th Regrowth 123rd year of Ascendancy at 11:22 see stats
By Loodask the Halfling Archer level 30
11st Regrowth 123rd year of Ascendancy at 05:32 see stats
By Loodask the Halfling Archer level 21
41st Haze 122nd year of Ascendancy at 19:19 see stats
By Loodask the Halfling Archer level 22
52nd Haze 122nd year of Ascendancy at 22:33 see stats
By Loodask the Halfling Archer level 32
2nd Pyre 123rd year of Ascendancy at 18:23 see stats
By Loodask the Halfling Archer level 7
77th Pyre 122nd year of Ascendancy at 16:24 see stats
By Loodask the Halfling Archer level 19
6th Haze 122nd year of Ascendancy at 11:52 see stats
By Loodask the Halfling Archer level 9
3rd Mirth 122nd year of Ascendancy at 00:37 see stats
By Loodask the Halfling Archer level 20
14th Haze 122nd year of Ascendancy at 12:05 see stats
By Loodask the Halfling Archer level 27
64th Haze 122nd year of Ascendancy at 22:04 see stats
By Loodask the Halfling Archer level 17
71st Dusk 122nd year of Ascendancy at 12:57 see stats
By Loodask the Halfling Archer level 24
55th Haze 122nd year of Ascendancy at 21:09 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the north (Orcs patrol)).
Today is the 17th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:33.
Ran for 4 turns (stop reason: hostile spotted to the north (Orcs patrol)).
Today is the 18th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 19th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 20th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 21st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 22nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 23rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 24th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 25th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Ran for 4 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Today is the 26th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 27th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 18:11.
Saving game...
Saving done.