










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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 25 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 66th Haze 122nd year of Ascendancy at 20:04 0 / 8Killed by Urkis, the High Tempest at level 20 on the 66th Haze 122nd year of Ascendancy at 23:24 Killed by Urkis, the High Tempest at level 20 on the 67th Haze 122nd year of Ascendancy at 00:27 Killed by Primal Hunter at level 23 on the 9th Regrowth 123rd year of Ascendancy at 15:50 Killed by armoured skeleton warrior at level 25 on the 16th Regrowth 123rd year of Ascendancy at 09:56 Killed by The Master at level 25 on the 16th Regrowth 123rd year of Ascendancy at 11:21 Killed by The Master at level 25 on the 16th Regrowth 123rd year of Ascendancy at 12:53 Killed by elder vampire at level 25 on the 16th Regrowth 123rd year of Ascendancy at 13:03 |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 86 (base 54) |
| Constitution | 42 (base 19) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 50 (base 39) |
Resources
| Life | -123/707 |
| Stamina | 193/214 |
| Healing Factor | 1.5339880031269 |
| Regeneration | 9.5874250195434 |
Speed
| Mental | +12% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 6 |
| See Stealth | 44.876568527989 |
| See Invisible | 44.876568527989 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 70 |
| Crit Chance | 24% |
| APR | 7 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +21% |
| Darkness | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +32% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (69.687909656376%) |
| Defense | 65 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Acid | -9%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 5%( 70%) |
| All | -16%( 70%) |
| Lightning | -8%( 70%) |
| Temporal | -8%( 70%) |
| Physical | -13%( 70%) |
| Fire | + 4%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 672% 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 Dexterity stat. |
| 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 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| detrimental effect | The target is blinded, unable to see anything and takes 37.23 darkness damage per turn. Bane of Blindness |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Increases attack speed by 12%. Bullseye |
| detrimental effect | All damage decreased by 10%. Dazzled |
| detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 18.08 blight damage per turn. Rotting Disease |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice wyrm tooth. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Icehacker' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +7% lightning / +7% temporal / +9% cold / +3% physical / +6% acid Only die when reaching: -80.00 life Maximum life: +40.00 A pair of boots made of leather. |
| Quiver | Tempestfame the quiver of ash arrows (14/18, 24-34 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 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: 18 Damage (Ranged): +20 lightning / +20 arcane Damage (radius 1) on hit: +20 lightning / +14 fire / +12 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | Radiancetouch the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Con / +2 Mag Maximum life: +44.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Polibeth (6 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +2 Con Changes resistances: +4% all Physical save: +25 (+10 eff.) Stamina each turn: +3.00 Light radius: +2 A cap made of leather. |
| Tool | supercharged yew totem of healing [power 350] (9/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Cun / +4 Dex Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| On fingers | Aeroth the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Con Changes resistances: +12% fire Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +25% Life regen: +2.00 Light radius: +2 Infravision radius: +1 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | BalelathasusRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +11.0% Physical power: +12 (+4 eff.) Changes stats: +5 Str / +6 Dex Changes resistances: +9% cold Changes resistances penetration: +12% physical Disease immunity: +20% Only die when reaching: -40.00 life Healing mod.: +10% Longbows are used to shoot arrows at your foes. |
| On hands | cinder hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +3 Str Changes resistances: +5% fire Changes damage: +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
| Cloak | Silutira the Frigidreign (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +22 (+5 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +20% physical Changes damage: +21% cold Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Pitchwrest the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +13 Dex / +6 Wil / +5 Cun / +6 Con Changes damage: +6% darkness Life regen: +3.00 Stamina each turn: +0.60 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 71; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 71 then cleanse 1 wound, poison, and disease effect. 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. |
savior's steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+5 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (36-57 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 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% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace (24-34 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 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% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of disruption (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 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: +24 Crit. chance: +3.5% Attack speed: 100% 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% Damage against: +14% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.greater yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+2 eff.) Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +15 (+6 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area and deals 24.52 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. |
Xerariaba the cashmere cloak (22 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +22 (+5 eff.) Changes stats: +2 Con / +1 Wil Changes resistances: +9% cold Physical save: +6 (+3 eff.) Silence immunity: +20% Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
storm drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 arcane / 8 lightning Changes stats: +5 Wil / +10 Mag Changes resistances: +6% arcane / +8% lightning Changes damage: +3% arcane / +8% lightning Spellpower: +11 (+4 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Giluhell (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +30 (+10 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Con Changes resistances: +5% lightning / +5% temporal / +5% light / +4% fire / +5% nature / +5% acid / +5% blight / +5% cold / +5% arcane / +5% darkness Changes resistances penetration: +10% arcane Physical save: +9 (+4 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Tuliharahek' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +2 (+0 eff.) Changes stats: +2 Cun Changes resistances: +12% acid / +18% nature / +12% lightning Changes damage: +12% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Maximum life: +80.00 A pointy cloth hat, very wizardly... |
cured leather armour of lightning resistance (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +20% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of clarity (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% mind Mental save: +17 (+8 eff.) A suit of armour made of metal plates. |
deadly quiver of yew arrows of grasping (21/21, 40-56 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 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. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
dwarven-steel torque of gale force [power 225] (9/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 172 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (9/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 202 Base Damage: 100 Armor: 5 All Resist: 4 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 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. |
citrine0.00 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Primal Hunter the Cornac Archer level 10
28th Dusk 122nd year of Ascendancy at 08:40 see stats
Exterminator
Killed 1000 creatures.By Primal Hunter the Cornac Archer level 18
62nd Haze 122nd year of Ascendancy at 05:39 see stats
Level 10
Got a character to level 10.By Primal Hunter the Cornac Archer level 10
28th Dusk 122nd year of Ascendancy at 08:39 see stats
Level 20
Got a character to level 20.By Primal Hunter the Cornac Archer level 20
65th Haze 122nd year of Ascendancy at 23:21 see stats
Size matters
Did over 600 damage in one attack.By Primal Hunter the Cornac Archer level 25
14th Regrowth 123rd year of Ascendancy at 05:09 see stats
That was close
Killed your target while having only 1 life left.By Primal Hunter the Cornac Archer level 25
16th Regrowth 123rd year of Ascendancy at 13:02 see stats
The Arena
Unlocked Arena mode.By Primal Hunter the Cornac Archer level 7
79th Pyre 122nd year of Ascendancy at 02:06 see stats
The secret city
Discovered the truth about mages.By Primal Hunter the Cornac Archer level 10
55th Dusk 122nd year of Ascendancy at 06:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Primal Hunter the Cornac Archer level 23
10th Regrowth 123rd year of Ascendancy at 01:46 see stats
Unstoppable
Returned from the dead.By Primal Hunter the Cornac Archer level 25
16th Regrowth 123rd year of Ascendancy at 12:53 see stats
Log
Elder vampire hits Primal Hunter for 94 blight damage.
Primal Hunter is pinned to the ground.
Lord of Skulls (archer)'s Pinning Shot hits Primal Hunter for 218 physical, 9 fire (227 total damage).
Primal Hunter uses Vital Shot.
Talent Steady Shot is ready to use.
Talent Trained Reactions is ready to use.
Primal Hunter's Vital Shot performs a ranged critical strike against Elder vampire!
Elder vampire is stunned!
Elder vampire is crippled.
Elder vampire starts to bleed.
Elder vampire receives 39 healing from Ghoul's purging blight area effect.
Lord of Skulls (archer) receives 39 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Primal Hunter for 30 blight damage.
Rotting Disease from Elder vampire hits Primal Hunter for 21 blight damage.
Primal Hunter's Vital Shot hits Elder vampire for 408 physical, 9 lightning, 13 arcane, 9 lightning, 10 fire, (8 ignored), 0 arcane (448 total damage).
Lord of Skulls (archer) shoots!
Spikes of Decrepitude hits Primal Hunter for 11 cold, 13 darkness (25 total damage).
Lord of Skulls (archer)'s Shoot misses Primal Hunter.
Personal New Achievement: That was close!
Bleeding from Primal Hunter hits Elder vampire for 102 physical damage.
The Master casts Night Sphere.
Primal Hunter activates Trained Reactions.
Bleeding from Primal Hunter killed Elder vampire!
Primal Hunter uses Sentinel.
Lord of Skulls (archer)'s Shoot is interrupted by the shot!
Primal Hunter loses sight!
Lord of Skulls (archer) receives 39 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Primal Hunter for 30 blight damage.
























































































