Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Go to Landmark 1.0.4 Items Vault 1.0.3 Adjustable Exp 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 50 / 141% |
Size | medium |
Lifes / Deaths | Killed by crimson crystal at level 22 on the 9th Mirth 122nd year of Ascendancy at 01:43 0 / 8Killed by fire drake at level 28 on the 23rd Dusk 122nd year of Ascendancy at 04:30 Killed by fire drake at level 28 on the 23rd Dusk 122nd year of Ascendancy at 06:50 Killed by Urkis, the High Tempest at level 30 on the 45th Dusk 122nd year of Ascendancy at 07:29 Killed by Dadassidis the shalore at level 38 on the 61st Dusk 122nd year of Ascendancy at 06:23 Killed by ritch flamespitter at level 41 on the 2nd Haze 122nd year of Ascendancy at 17:53 Killed by minotaur at level 49 on the 28th Regrowth 123rd year of Ascendancy at 05:11 Killed by skeleton warrior at level 50 on the 40th Regrowth 123rd year of Ascendancy at 19:06 |
Antimagic | Follower |
Primary Stats
Strength | 45 (base 32) |
Dexterity | 73 (base 60) |
Constitution | 77 (base 60) |
Magic | 8 (base 10) |
Willpower | 50 (base 40) |
Cunning | 44 (base 31) |
Resources
Life | -66/1371 |
Equilibrium | 222 |
Stamina | 281/327 |
Psi | 138/140 |
Healing Factor | 1.24 |
Regeneration | 8.742 |
Speed
Mental | -25% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
Offense: Mainhand
Damage | 136 |
Accuracy | 82 |
Crit Chance | 73% |
APR | 68 |
Speed | 1.07 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 44.2 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +10% |
Mind | +10% |
All | 0% |
Cold | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 65 (70%) |
Defense | 37.225 |
Ranged Defense | 37.225 |
Fatigue | 17 |
Physical Save | 48.666666666667 |
Spell Save | 43.2 |
Mental Save | 38.6 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 40%( 70%) |
Cold | + 48%( 70%) |
All | + 25%( 70%) |
Lightning | + 31%( 70%) |
Light | + 55%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 42%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 34% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 29% for 7 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 316 life. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 512 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 321 life. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 0.90 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Aim |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | You gain 17% resistance against darkness. Resolve |
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 |
You failed to protect the injured seer from death by white wolf. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 89. | 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. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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 naga tongue. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | miner's pair of drakeskin leather boots of disengagement (0 def, 13 armour) miner's pair of drakeskin leather boots of disengagement (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Quiver | quiver of dragonbone arrows of the leech (5/14, 53.5-74.9 power, 18 apr) quiver of dragonbone arrows of the leech (5/14, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits(ranged): +14 slime Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 41 power out of 45/45) : Effective talent level: 2.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Tool | quiet dwarven-steel torque of psychoportation [power 37] (27 cooldown) quiet dwarven-steel torque of psychoportation [power 37] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 37), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +34% Life regen: +1.00 Mindpower: +10 Rings can have magical properties. |
On fingers | marksman's steel ring of life marksman's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Life regen: +0.80 Maximum life: +50.00 Healing mod.: +14% Rings can have magical properties. |
Around waist | hardened hardened leather belt of dampening hardened hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +11 Changes resistances: +7% fire / +7% cold / +8% lightning / +8% acid Physical save: +9 A belt that goes around your waist. |
In main hand | mage-hunter's dragonbone longbow of true flight mage-hunter's dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 When this weapon hits: Mana Clash (10% chance level 1). When wielded/worn: Accuracy: +13 Physical crit. chance: +7.0% Damage when the wearer hits(ranged): 25 manaburn Talent mastery: +0.10 Wild-gift / Antimagic Longbows are used to shoot arrows at your foes. |
On hands | polar hardened leather gloves of dexterity (+2) (0 def, 2 armour) polar hardened leather gloves of dexterity (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +2 Dex Damage when the wearer hits(melee): 8 cold Changes resistances: +7% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 slime / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | thick cashmere cloak of fog (8 def, 8 armour) thick cashmere cloak of fog (8 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +8 Changes resistances: +15% fire / +16% cold / +10% light Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
movement infusion (936% speed; 5 turns) movement infusion (936% speed; 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 936% 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. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune of the warrior (range 17; power 30; dur 5)phase door rune of the warrior (range 17; power 30; dur 5) 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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength 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. |
vision rune (radius 11; dur 15; see horror) vision rune (radius 11; dur 15; see horror)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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 11) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any horror around. 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. |
vision rune of the psychic (radius 9; dur 15; see humanoid) vision rune of the psychic (radius 9; dur 15; see humanoid)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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 21) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (55-82.5 power, 4 apr)voratun battleaxe (55-82.5 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of nightfall (17-18.7 power, 40 apr, nature damage)gifted living mindstar of nightfall (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness Changes resistances penetration: +6% darkness Changes damage: +6% darkness Talent mastery: +0.10 Cursed / Darkness Blindness immunity: +13% Mindpower: +13 Mental crit. chance: +5% 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. living mindstar of storms (18-19.8 power, 40 apr, mind damage)living mindstar of storms (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 lightning Changes resistances: +8% lightning Changes resistances penetration: +8% lightning Changes damage: +5% lightning Mindpower: +5 Mental crit. chance: +5% 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. |
drakeskin leather sling of nature drakeskin leather sling of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +35 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +11% nature Slings are used to hurl stones or metal shots at your foes. |
fungal drakeskin leather sling of cunning (+3) fungal drakeskin leather sling of cunning (+3)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 When wielded/worn: Changes stats: +3 Cun Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 196 life over 5 turns, placing all other charms into a 18 cooldown. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. quick orite trident of nature (38-60.8 power, 13 apr)quick orite trident of nature (38-60.8 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% Damage conversion: 46% nature When wielded/worn: Accuracy: +11 Changes stats: +6 Dex Changes resistances: +10% all Changes resistances penetration: +16% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of Linaniil (5 def, 0 armour)dreamer's elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Physical save: +10 Spell save: +16 Mental save: +31 Mana each turn: +0.27 Maximum mana: +85.00 Spellpower: +5 Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of dexterity (+8) (0 def, 5 armour)grounding voratun helm of dexterity (+8) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Changes resistances: +13% lightning / +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of decomposition (3 def, 0 armour)stabilizing elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +7% fire / +7% cold / +7% lightning / +7% acid Physical save: +10 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of harmony (12 def, 12 armour, 266 block)reinforced voratun shield of harmony (12 def, 12 armour, 266 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 Ranged Defense: +12 Fatigue: +14% Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +5 Block It can be used to activate talent Waters of Life, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 24 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
agate 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) 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, costing 180 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
deadly pouch of stralite shots of daylight (22/22, 53-63.6 power, 5 apr) deadly pouch of stralite shots of daylight (22/22, 53-63.6 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 22 Damage when this weapon hits(ranged): +9 light Damage against: +9% Undead Shots are used with slings to pummel your foes to death. |
overpowered dragonbone totem of thorny skin [power 98] (30 cooldown) overpowered dragonbone totem of thorny skin [power 98] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to hardens the skin for 6 turns increasing armour by 98 and armour hardiness by 70%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of cure illness [power 2] (14 cooldown) quick yew totem of cure illness [power 2] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 diseases from the target, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Nalib the Thalore Archer level 45
67th Haze 122nd year of Ascendancy at 00:41 see stats
By Nalib the Thalore Archer level 42
25th Haze 122nd year of Ascendancy at 22:47 see stats
By Nalib the Thalore Archer level 32
45th Dusk 122nd year of Ascendancy at 18:58 see stats
By Nalib the Thalore Archer level 39
69th Dusk 122nd year of Ascendancy at 21:33 see stats
By Nalib the Thalore Archer level 30
45th Dusk 122nd year of Ascendancy at 08:28 see stats
By Nalib the Thalore Archer level 36
54th Dusk 122nd year of Ascendancy at 19:18 see stats
By Nalib the Thalore Archer level 10
75th Pyre 122nd year of Ascendancy at 21:53 see stats
By Nalib the Thalore Archer level 20
4th Mirth 122nd year of Ascendancy at 03:04 see stats
By Nalib the Thalore Archer level 30
43rd Dusk 122nd year of Ascendancy at 02:27 see stats
By Nalib the Thalore Archer level 40
70th Dusk 122nd year of Ascendancy at 04:50 see stats
By Nalib the Thalore Archer level 50
37th Regrowth 123rd year of Ascendancy at 14:34 see stats
By Nalib the Thalore Archer level 49
27th Regrowth 123rd year of Ascendancy at 22:25 see stats
By Nalib the Thalore Archer level 46
5th Allure 123rd year of Ascendancy at 17:52 see stats
By Nalib the Thalore Archer level 41
2nd Haze 122nd year of Ascendancy at 17:10 see stats
By Nalib the Thalore Archer level 25
7th Flare 122nd year of Ascendancy at 21:21 see stats
By Nalib the Thalore Archer level 45
79th Haze 122nd year of Ascendancy at 15:02 see stats
By Nalib the Thalore Archer level 42
19th Haze 122nd year of Ascendancy at 02:09 see stats
Log
Betadabeth the bandit speeds up.
Nalib shoots!
Nalib performs a critical strike!
Betadabeth the bandit slows down.
Nalib hits Betadabeth the bandit for 54 physical, 4 arcane, 4 nature damage (total 59.81).
Betadabeth the bandit activates Hymn of Shadows.
Betadabeth the bandit deactivates Hymn of Moonlight.
The shroud of shadows around Betadabeth the bandit disappears.
Betadabeth the bandit misses Nalib.
Nalib hits skeleton warrior for 0 nature, 0 nature damage (total 0.00).
Skeleton warrior hits Nalib for 99 physical damage.
Skeleton warrior hits Nalib for 118 physical damage.
Nalib hits skeleton warrior for 0 nature, 0 nature damage (total 0.00).
Betadabeth the bandit speeds up.
Nalib shoots!
Nalib performs a critical strike!
Betadabeth the bandit slows down.
Nalib hits Betadabeth the bandit for 66 physical, 5 arcane, 4 nature damage (total 73.50).
The shield around skeleton warrior crumbles.
Betadabeth the bandit casts Invoke Darkness.
Betadabeth the bandit's spell attains critical power!
Nalib's mind surges with critical power!
Nalib attunes to the damage.
Nalib is invigorated by the attack!
Betadabeth the bandit hits Nalib for 502 darkness damage.
Saving done.
Saving done.
Saving game...