Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Furrae Race 1.1.6Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Feline |
Class | Archer |
Level / Exp | 18 / 94% |
Size | medium |
Lifes / Deaths | Killed by Keiga, the Tide Star at level 12 on the 71st Dusk 122nd year of Ascendancy at 21:17 0 / 6Killed by Urkis, the High Tempest at level 15 on the 48th Haze 122nd year of Ascendancy at 11:03 Killed by Aeroriamina the ghoulking at level 17 on the 28th Regrowth 123rd year of Ascendancy at 09:21 Killed by Chronolith Twin at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 07:04 Killed by Chronolith Twin at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 08:02 Killed by Chronolith Twin at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 08:48 |
Primary Stats
Strength | 40 (base 24) |
Dexterity | 40 (base 37) |
Constitution | 31 (base 21) |
Magic | 13 (base 10) |
Willpower | 21 (base 10) |
Cunning | 27 (base 24) |
Resources
Life | -1/508 |
Stamina | 64/178 |
Healing Factor | 1.5 |
Regeneration | 64.92 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
Offense: Mainhand
Damage | 71 |
Accuracy | 55 |
Crit Chance | 25% |
APR | 3 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 22.75 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Lightning | +10% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +6% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 32.92 (81.030927835052%) |
Defense | 25.75 |
Ranged Defense | 28.75 |
Fatigue | 24 |
Physical Save | 25.7375 |
Spell Save | 25.8125 |
Mental Save | 27.2125 |
Defense: Resistances
Lightning | + 24%( 70%) |
Light | + 34%( 70%) |
Nature | + 34%( 70%) |
Blight | + 40%( 70%) |
Fire | 0%( 70%) |
Cold | + 47%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 48% |
Confusion Resistance | 10% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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 191 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Feline | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | Target is destabilized and suffering 33.90 temporal damage per turn. If it dies with this effect active it will explode. Temporal Destabilization |
beneficial effect | A flow of life spins around the target, regenerating 38.28 life per turn. Regeneration |
beneficial effect | The target is out of phase with reality, increasing defense by 0, resist all by 0%, and the duration of all timed effects by 30%. Out of Phase |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Norgos Lair) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Quiver | inquisitor's pouch of dwarven-steel shots of gravity (14/23, 34-40.8 power, 3 apr) inquisitor's pouch of dwarven-steel shots of gravity (14/23, 34-40.8 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Special effect when this weapon hits: 10% chance to crush the target Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits(ranged): +8 gravity / +22 manaburn arcane Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Korirand (0 def, 4 armour) Korirand (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +2 Wil Damage when the wearer hits(melee): 4 mind Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Tiduchik the hardened leather gloves (0 def, 2 armour) Tiduchik the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes stats: +3 Str / +4 Mag / +7 Wil / +3 Con Damage when the wearer hits(melee): 5 fire / 3 cold / 3 lightning / 4 acid Talent mastery: +0.20 Technique / Grappling Critical mult.: +12.00% Trap disarming bonus: +18 Spell save: +3 Spell crit. chance: +8% Mental crit. chance: +12% New effects duration reduction after a teleport: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
On fingers | gladiator's steel ring of lightning (+20%) gladiator's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +5 Con Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
On fingers | Khelaruichik the gold ring Khelaruichik the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Mag Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +25.00 Rings can have magical properties. |
Around neck | gold amulet 'Tayaneg' gold amulet 'Tayaneg'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +6% blight / +3% cold Life regen: +1.90 New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
In main hand | caustic rough leather sling of nature caustic rough leather sling of natureRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage when this weapon hits(ranged): +7 nature / +5 acid blind When wielded/worn: Changes resistances: +2% all Changes resistances penetration: +6% nature / +5% acid Life regen: +0.60 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | living steel shield of harmony (6 def, 2 armour, 41.5 block) living steel shield of harmony (6 def, 2 armour, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 11 nature Changes resistances: +11% nature / +11% blight Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Maximum life: +40.00 Healing mod.: +10% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 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 16 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Wil / +1 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel mail armour 'Mayyldayabeth' (3 def, 8 armour) dwarven-steel mail armour 'Mayyldayabeth' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer is hit: 13 physical / 8 blight / 8 acid Changes damage: +6% blight Spell save: +6 A suit of armour made of mail. |
Inventory
heroism infusion of the psychic (+8 for 9 turns, die at -320) heroism infusion of the psychic (+8 for 9 turns, die at -320)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: 32 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. Also while Heroism is active, you will only die when reaching -320 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
movement infusion of the wizard (595% speed; 5 turns) movement infusion of the wizard (595% 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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 595% 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. 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. |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A cap made of leather. |
nimble cured leather armour of the sky (7 def, 4 armour) nimble cured leather armour of the sky (7 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +7 Ranged Defense: +5 Fatigue: +7% Changes stats: +4 Dex Changes resistances: +12% lightning / +11% cold Movement speed: +10% A suit of armour made of leather. |
self-loading quiver of ash arrows of crippling (9/9, 20-28 power, 7 apr) self-loading quiver of ash arrows of crippling (9/9, 20-28 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 9 Turns elapse between self-loadings: 5 Special effect when this weapon crits: cripple the target Arrows are used with bows to pierce your foes to death. |
125 alchemist agate 125 alchemist agate0.00 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 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. |
3 opal 3 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Arosera the alchemist's lamp Arosera the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Critical mult.: +5.00% Spell save: +3 Blindness immunity: +34% Confusion immunity: +15% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +7 See stealth: +11 See invisible: +10 Resist all after a teleport: +4% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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. |
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 old Sher'tul places of power, any items dropped inside is 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. |
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 Keiga, the Tide Star the Feline Archer level 14
23rd Haze 122nd year of Ascendancy at 18:42 see stats
By Keiga, the Tide Star the Feline Archer level 17
20th Regrowth 123rd year of Ascendancy at 16:46 see stats
By Keiga, the Tide Star the Feline Archer level 15
48th Haze 122nd year of Ascendancy at 11:44 see stats
By Keiga, the Tide Star the Feline Archer level 10
30th Dusk 122nd year of Ascendancy at 11:22 see stats
By Keiga, the Tide Star the Feline Archer level 16
1st Decay 122nd year of Ascendancy at 06:01 see stats
By Keiga, the Tide Star the Feline Archer level 10
30th Dusk 122nd year of Ascendancy at 11:23 see stats
By Keiga, the Tide Star the Feline Archer level 15
47th Haze 122nd year of Ascendancy at 21:28 see stats
Log
Keiga, the Tide Star's Pinning Shot hits Chronolith Twin for 43 physical, 5 physical, 3 nature, 1 acid, 0 arcane (51 total damage).
Talent Inertial Shot is ready to use.
Talent Sudden Dash is ready to use.
Talent Bull Shot is ready to use.
Keiga, the Tide Star stops regenerating health quickly.
Keiga, the Tide Star resists the knockback!
Chronolith Twin's physical repulsion area effect hits Keiga, the Tide Star for 41 physical damage.
Keiga, the Tide Star uses Infusion: Regeneration.
Keiga, the Tide Star starts regenerating health quickly.
Chronolith Clone casts Turn Back the Clock.
Chronolith Twin casts Destabilize.
Keiga, the Tide Star is unstable.
Chronolith Clone casts Rethread.
Keiga, the Tide Star is stunned!
Keiga, the Tide Star is knocked back!
Chronolith Clone hits Keiga, the Tide Star for 102 temporal damage.
Chronolith Twin's physical repulsion area effect hits Keiga, the Tide Star for 41 physical damage.
Temporal Destabilization from Chronolith Twin hits Keiga, the Tide Star for 27 temporal damage.
Keiga, the Tide Star shoots!
Chronolith Twin recovers sight.
Chronolith Twin casts Echoes From The Past.
Chronolith Twin hits Keiga, the Tide Star for 98 temporal, 43 temporal (141 total damage).
Keiga, the Tide Star performs a ranged critical strike against Chronolith Twin!
Chronolith Twin loses sight!
Chronolith Twin resists!
Keiga, the Tide Star's Shoot hits Chronolith Twin for 14 physical, 1 physical, 1 nature, 0 acid, 0 arcane (17 total damage).
Chronolith Twin casts Dust to Dust.
Saving game...