









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 22 / 42% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 14 on the 15th Haze 122nd year of Ascendancy at 22:41 0 / 7Killed by Blood Master at level 17 on the 33rd Haze 122nd year of Ascendancy at 15:12 Killed by Urkis, the High Tempest at level 21 on the 71st Haze 122nd year of Ascendancy at 11:04 Killed by skeleton magus at level 22 on the 71st Haze 122nd year of Ascendancy at 16:57 Killed by skeleton mage at level 22 on the 71st Haze 122nd year of Ascendancy at 20:41 Killed by grave wight at level 22 on the 71st Haze 122nd year of Ascendancy at 23:16 Killed by Emeth the ghoul at level 22 on the 71st Haze 122nd year of Ascendancy at 23:34 |
Primary Stats
Strength | 72 (base 45) |
Dexterity | 74 (base 51) |
Constitution | 19 (base 10) |
Magic | 15 (base 10) |
Willpower | 26 (base 10) |
Cunning | 17 (base 12) |
Resources
Life | -22/617 |
Stamina | 182/208 |
Healing Factor | 1.1714285714286 |
Regeneration | 3.8071428571429 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
Offense: Mainhand
Damage | 101 |
Accuracy | 48 |
Crit Chance | 9% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +10% |
Blight | +9% |
Physical | +10% |
Acid | +11% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 37 |
Ranged Defense | 41 |
Fatigue | 15 |
Physical Save | 39 |
Spell Save | 23 |
Mental Save | 33 |
Defense: Resistances
Lightning | + 13%( 70%) |
Light | + 30%( 70%) |
Blight | + 3%( 70%) |
Darkness | + 3%( 70%) |
Acid | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 28% |
Poison Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Archery prowess | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
talent | Intuitive Shots |
talent | Trained Reactions |
beneficial effect | You have an arcane eye observing for you in a radius of 8. Arcane Eye |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 28%. Exhaustion |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 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 fire dragon that dwelled there. | done |
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. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +2.5% Capacity: 17 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to reduce all saves and defense by 22 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes damage: +9% blight Critical mult.: +5.00% Mental save: +9 (+4 eff.) Disarm immunity: +28% Pinning immunity: +32% Knockback immunity: +30% Maximum life: +31.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +1% Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Con Changes resistances: +22% acid Changes resistances penetration: +5% physical Changes damage: +11% acid Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage against: +26% Summoned Reduced damage from: +15% Summoned Maximum life: +42.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes resistances: +13% lightning / +3% darkness / +3% blight Changes resistances penetration: +5% lightning Changes damage: +5% lightning Physical save: +15 (+5 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. |
Main armor | ![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent masteries: +0.10 Technique / Archery prowess +0.10 Technique / Combat techniques Life regen: +1.00 Amulets can have magical properties. |
Inventory
![]() regeneration infusion (heal 220; 13 cd) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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 (res 19%; magical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() blink rune (range 5; phase 18; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune of the duelist (range 7; phase 23; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() ethereal rune (power 11; resist 10%; move 32%; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 32% faster, and you are invisible (power 11). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune (absorb 44; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +6% lightning Changes resistances penetration: +10% blight Changes damage: +9% lightning / +6% physical Combat speed: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Nerydara the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +24% cold / +3% nature / +15% lightning Changes damage: +12% cold Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Teleport immunity: +20% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 110% 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. Rings can have magical properties. |
![]() plaguebringer's steel greatmaul of the mystic (29.5-44.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 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% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +13 blight When wielded/worn: Changes stats: +3 Mag / +3 Wil Disease immunity: +20% Spellpower: +10 (+5 eff.) Massive two-handed mauls. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 12 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+5 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 48% When wielded/worn: Changes stats: +3 Dex Changes resistances: +15% acid / +6% darkness / +3% lightning Longbows are used to shoot arrows at your foes. |
![]() Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() projecting vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes damage: +5% lightning / +5% fire / +6% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 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. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +15% darkness Changes damage: +15% cold / +15% physical Talent granted: +1 Command Staff Spellpower: +10 (+5 eff.) Spell crit. chance: +17% Damage Shield penetration: +15% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of might (15-18 power, 3 apr, lightning 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: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +52.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% light / +6% darkness Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Dex Changes resistances: +3% cold / +13% darkness / +6% light Changes resistances penetration: +6% darkness Changes damage: +6% darkness Critical mult.: +10.00% Stealth bonus: +9 Stamina each turn: +1.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 4 temporal Changes resistances: +24% lightning / +3% mind / +11% all Changes resistances penetration: +20% lightning Changes damage: +16% lightning Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +9% nature Poison immunity: +29% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight / +9% all Life regen: +1.90 Maximum life: +46.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() restful hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() steady hardened leather gloves of magic (+2) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +2 Mag Changes damage: +5% arcane Physical save: +6 (+2 eff.) Mental save: +8 (+4 eff.) Disarm 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.74 to 95.23 lightning damage (63.49 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Dex / +3 Wil / +2 Cun Changes resistances penetration: +15% cold / +15% physical Changes damage: +3% darkness Stamina each turn: +1.00 Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +13 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun Changes resistances: +6% acid / +9% cold Changes resistances penetration: +20% acid Mental save: +14 (+7 eff.) Life regen: +7.00 Maximum life: +49.00 Healing mod.: +28% A suit of armour made of mail. |
![]() cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% A suit of armour made of leather. |
![]() steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% A suit of armour made of metal plates. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
![]() 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 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 59 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() 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 Hailey Hawk the Skeleton Archer level 17
32nd Haze 122nd year of Ascendancy at 18:05 see stats
By Hailey Hawk the Skeleton Archer level 21
63rd Haze 122nd year of Ascendancy at 09:39 see stats
By Hailey Hawk the Skeleton Archer level 19
50th Haze 122nd year of Ascendancy at 01:45 see stats
By Hailey Hawk the Skeleton Archer level 10
42nd Dusk 122nd year of Ascendancy at 12:28 see stats
By Hailey Hawk the Skeleton Archer level 20
51st Haze 122nd year of Ascendancy at 11:24 see stats
By Hailey Hawk the Skeleton Archer level 10
61st Dusk 122nd year of Ascendancy at 21:18 see stats
By Hailey Hawk the Skeleton Archer level 8
6th Mirth 122nd year of Ascendancy at 22:47 see stats
By Hailey Hawk the Skeleton Archer level 22
71st Haze 122nd year of Ascendancy at 23:06 see stats
By Hailey Hawk the Skeleton Archer level 17
33rd Haze 122nd year of Ascendancy at 17:53 see stats
By Hailey Hawk the Skeleton Archer level 21
70th Haze 122nd year of Ascendancy at 01:15 see stats
By Hailey Hawk the Skeleton Archer level 17
33rd Haze 122nd year of Ascendancy at 00:19 see stats
By Hailey Hawk the Skeleton Archer level 17
25th Haze 122nd year of Ascendancy at 08:03 see stats
By Hailey Hawk the Skeleton Archer level 22
71st Haze 122nd year of Ascendancy at 23:16 see stats
Log
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Degenerated skeleton archer for 36 cold damage.
Grave wight casts Lightning.
Talent Rune: Blink is ready to use.
Grave wight hits Hailey Hawk for 93 lightning damage.
Hailey Hawk uses Snipe.
Hailey Hawk takes aim...
Hailey Hawk slows down.
Grave wight casts Mind Disruption.
Hailey Hawk resists!
Emeth the ghoul casts Flame.
Emeth the ghoul hits Hailey Hawk for 50 fire damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Talent Sentinel is ready to use.
Talent Intuitive Shots is ready to use.
Hailey Hawk activates Intuitive Shots.
Hailey Hawk uses Snipe.
Hailey Hawk is no longer aiming.
You collect a new ingredient: vial of wight ectoplasm (1).
Hailey Hawk's Snipe hits Grave wight for 263 physical damage.
Hailey Hawk's Snipe killed Grave wight!
Emeth the ghoul casts Lightning.
Emeth the ghoul hits Hailey Hawk for 106 lightning damage.
Hailey Hawk the level 22 skeleton archer was shocked to death by Emeth the ghoul on level 1 of Cavern beneath tombstones.
Hailey Hawk deactivates Trained Reactions.
Hailey Hawk deactivates Intuitive Shots.