










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Archer |
Level / Exp | 34 / 65% |
Size | medium |
Lifes / Deaths | Killed by dolleg at level 4 on the 16th Retaking 124th year of Ascendancy at 20:11 0 / 7Killed by corrupted protosentient globula at level 10 on the 24th Retaking 124th year of Ascendancy at 21:41 Killed by Xossra the troll pirate at level 13 on the 41st Retaking 124th year of Ascendancy at 18:41 Killed by fire drake at level 13 on the 43rd Retaking 124th year of Ascendancy at 11:18 Killed by worm that walks at level 17 on the 6th Revenge 124th year of Ascendancy at 22:31 Killed by venom drake at level 33 on the 49th Pain 124th year of Ascendancy at 16:58 Killed by High Sun Paladin Aeryn at level 34 on the 34th Loss 124th year of Ascendancy at 14:00 |
Primary Stats
Strength | 35 (base 26) |
Dexterity | 65 (base 57) |
Constitution | 37 (base 24) |
Magic | 24 (base 14) |
Willpower | 21 (base 10) |
Cunning | 51 (base 40) |
Resources
Life | -28/883 |
Stamina | 82/146 |
Healing Factor | 1.565652173913 |
Regeneration | 0.6262608695652 |
Speed
Mental | +15% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 5 |
See Stealth | 33.891010379467 |
See Invisible | 33.891010379467 |
Offense: Mainhand
Damage | 120 |
Accuracy | 57 |
Crit Chance | 30% |
APR | 40 |
Speed | 0.70 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Nature | +15% |
Temporal | +27% |
Lightning | +13% |
Physical | +35% |
Mind | +12% |
All | +7% |
Offense: Damage Penetration
Lightning | +34% |
Temporal | +29% |
Physical | +29% |
Darkness | +19% |
All | +9% |
Defense: Base
Armour (hardiness) | 16 (49.309173272933%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 34 |
Mental Save | 27 |
Defense: Resistances
Physical | + 40%( 70%) |
Cold | + 46%( 70%) |
All | + 7%( 70%) |
Darkness | + 21%( 70%) |
Light | + 27%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 35%( 70%) |
Mind | + 13%( 70%) |
Fire | + 35%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 17% |
Teleport Resistance | 50% |
Instadeath Resistance | 100% |
Silence Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 162 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 344% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases attack speed by 15%. Bullseye |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 3.6 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +11.5% Capacity: 22 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +6 Damage when hit (Melee): 4 physical Changes stats: +5 Mag / +2 Con Changes resistances penetration: +9% all Critical mult.: +6.00% Physical save: +10 (+5 eff.) Spellpower: +7 (+3 eff.) Light radius: +6 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% cold / +5% fire Allows you to breathe in: water A cap made of leather. |
Tool | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+4 eff.) Changes damage: +5% all Spellpower: +14 (+5 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +9% darkness / +15% lightning Changes resistances penetration: +25% lightning / +10% darkness Changes damage: +6% darkness / +6% lightning Physical save: +10 (+5 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +3 Con Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 66 life over 5 turns, putting all charms on cooldown for 11 turns. Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Armour: +2 Damage (Melee): 7 mind Changes stats: +7 Cun / +4 Dex Changes resistances: +6% mind Changes damage: +5% mind It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 38% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 26 power out of 50/50) : Effective talent level: 1.0 Power cost: 26 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Changes resistances: +15% lightning / +21% light / +25% fire / +3% cold / +3% nature / +6% darkness Stealth bonus: +11 Spell save: +9 (+5 eff.) Disease immunity: +10% Silence immunity: +15% Pinning immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+4 eff.) Confusion immunity: +17% Teleport immunity: +50% Mindpower: +8 (+2 eff.) It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 8 turns. Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 104 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 7 turns. While Heroism is active, you will only die when reaching -524 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.54 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 19.39 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Cunning 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 371 damage for 4 turns. Its effects scale with your Willpower 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 188 damage for 3 turns. Its effects scale with your Constitution 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Willpower 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Cunning 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 ability. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Reflexes Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% temporal Blindness immunity: +21% Pinning immunity: +25% Knockback immunity: +29% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.15 Technique / Archery training Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% mind / +12% fire Changes resistances penetration: +25% mind / +25% fire Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +30% Maximum life: +32.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +3 Str / +4 Con Physical save: +9 (+4 eff.) Spell save: +8 (+4 eff.) Size category: +2 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Physical save: +15 (+6 eff.) Maximum life: +37.00 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +7 (+2 eff.) Fatigue: -3% Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Changes stats: +6 Dex Changes resistances: +15% lightning / +9% temporal / +2% physical Changes resistances penetration: +15% light Changes damage: +9% physical Maximum life: +30.00 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +5% lightning Changes damage: +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +9 Fatigue: +3% Changes stats: +6 Dex Changes resistances: +10% darkness Changes damage: +6% acid / +6% physical Maximum stamina: +10.00 Infravision radius: +2 Healing mod.: +20% A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +9 Str / +5 Wil Changes resistances: +15% physical Grants telepathy: Humanoid/Orc Critical mult.: +9.00% Physical save: +7 (+4 eff.) Mental save: +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Mental save: +27 (+13 eff.) A suit of armour made of leather. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 51 power out of 100/100. The very essence of bearness! |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.5 - 52.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Crit. chance: +2.0% Capacity: 48 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to crush the target Damage (Ranged): +14 gravity Arrows are used with bows to pierce your foes to death. |
![]() 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 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 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: 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% temporal / +11% nature / +5% arcane Changes damage: +6% nature Spell save: +20 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 51 power out of 52/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +6 Con Changes resistances: +9% blight Changes damage: +9% physical Physical save: +12 (+5 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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, costing 104 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% light / +20% darkness Changes resistances penetration: +5% darkness Changes damage: +9% light / +6% darkness Light radius: +2 It can be used to fire a blast of psionic energies in a range 6 beam dealing 171.74 to 343.47 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Yeticher the Kruk Yeti Archer level 11
32nd Retaking 124th year of Ascendancy at 11:17 see stats
By Yeticher the Kruk Yeti Archer level 31
39th Pain 124th year of Ascendancy at 17:17 see stats
By Yeticher the Kruk Yeti Archer level 29
33rd Pain 124th year of Ascendancy at 20:28 see stats
By Yeticher the Kruk Yeti Archer level 30
37th Pain 124th year of Ascendancy at 16:37 see stats
By Yeticher the Kruk Yeti Archer level 10
24th Retaking 124th year of Ascendancy at 13:31 see stats
By Yeticher the Kruk Yeti Archer level 20
38th Revenge 124th year of Ascendancy at 06:28 see stats
By Yeticher the Kruk Yeti Archer level 30
33rd Pain 124th year of Ascendancy at 20:28 see stats
By Yeticher the Kruk Yeti Archer level 28
7th Pain 124th year of Ascendancy at 02:45 see stats
By Yeticher the Kruk Yeti Archer level 34
32nd Dearth 124th year of Ascendancy at 13:06 see stats
By Yeticher the Kruk Yeti Archer level 34
30th Dearth 124th year of Ascendancy at 18:50 see stats
By Yeticher the Kruk Yeti Archer level 29
33rd Pain 124th year of Ascendancy at 13:26 see stats
By Yeticher the Kruk Yeti Archer level 14
1st Revenge 124th year of Ascendancy at 11:14 see stats
Log
Talent Blinding Speed is ready to use.
Talent Perfect Strike is ready to use.
Talent Shadow Shot is ready to use.
Talent Tumble is ready to use.
Talent Rush is ready to use.
Yeticher shoots!
Yeticher shoots!
Yeticher's Shoot hits High Sun Paladin Aeryn for (72 blocked), 75 physical (75 total damage).
High Sun Paladin Aeryn receives 17 healing from Shield of Light.
High Sun Paladin Aeryn recovers sight.
High Sun Paladin Aeryn uses Massive Blow.
High Sun Paladin Aeryn hits Yeticher for 76 fire, 86 light, 54 physical, 128 physical, 35 light (379 total damage).
Shield of Light hits Yeticher for 62 light, 14 light, 38 light (114 total damage).
Yeticher hits High Sun Paladin Aeryn for 14 lightning, 25 physical, 10 temporal, 14 lightning, 25 physical, 10 temporal (97 total damage).
Yeticher receives 59 healing.
Yeticher's Shoot hits High Sun Paladin Aeryn for 126 physical damage.
Shield of Light hits High Sun Paladin Aeryn for 17 healing, 17 healing, 17 healing, 17 healing, 17 healing, 17 healing, 17 healing (0 total damage) [116 healing].
Yeticher uses Infusion: Healing.
Yeticher receives 254 healing from Infusion: Healing.
Yeticher shoots!
High Sun Paladin Aeryn is wreathed in flames on the brink of death!
Yeticher's Shoot hits High Sun Paladin Aeryn for 0 physical damage.
High Sun Paladin Aeryn receives 17 healing from Shield of Light.
Yeticher is not silenced anymore.
Yeticher is pulled in!
High Sun Paladin Aeryn casts Rune: Shielding.
A shield forms around High Sun Paladin Aeryn.
Saving game...