Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Haunted class 1.1.5Haunted: an unarmed hate-based warrior Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 20 / 74% |
| Size | small |
| Lifes / Deaths | Killed by stone troll at level 2 on the 76th Pyre 122nd year of Ascendancy at 17:06 / 18Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 13:39 Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:16 Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:37 Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 15:12 Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 16:02 Killed by Nerata the skeleton mage at level 6 on the 79th Pyre 122nd year of Ascendancy at 17:42 Killed by Mayodamira the degenerated skeleton warrior at level 6 on the 79th Pyre 122nd year of Ascendancy at 20:42 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 22:17 Killed by The Shade at level 8 on the 4th Mirth 122nd year of Ascendancy at 08:13 Killed by The Shade at level 8 on the 4th Mirth 122nd year of Ascendancy at 08:38 Killed by Eymalhel the human at level 12 on the 48th Dusk 122nd year of Ascendancy at 23:54 Killed by Eymalhel the human at level 12 on the 49th Dusk 122nd year of Ascendancy at 00:16 Killed by Hit it with Rocks at level 13 on the 68th Dusk 122nd year of Ascendancy at 22:51 Killed by boiling horror at level 14 on the 70th Dusk 122nd year of Ascendancy at 11:14 Killed by Weirdling Beast at level 14 on the 71st Dusk 122nd year of Ascendancy at 01:26 Killed by Gina the storm drake at level 14 on the 75th Dusk 122nd year of Ascendancy at 19:45 Killed by Sandworm Queen at level 17 on the 35th Haze 122nd year of Ascendancy at 20:06 |
Primary Stats
| Strength | 16 (base 19) |
| Dexterity | 79 (base 38) |
| Constitution | 26 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 41 (base 30) |
Resources
| Life | 507/507 |
| Stamina | 155/155 |
| Healing Factor | 1.2 |
| Regeneration | 15.6 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 68 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 0.70 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 68 |
| Crit Chance | 38% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.95 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +10% |
| Physical | +30% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 35.075 |
| Ranged Defense | 35.075 |
| Fatigue | 11.820498915401 |
| Physical Save | 42.525 |
| Spell Save | 19.625 |
| Mental Save | 25.2375 |
Defense: Resistances
| Light | + 32%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 5%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| 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 397 life. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deadly Poison |
| talent | Intuitive Shots |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Hit it with Rocks. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 63. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of iron boots of disengagement (0 def, 3 armour) restorative pair of iron boots of disengagement (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Dex Life regen: +1.50 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | sentry's pouch of dwarven-steel shots of corruption (46/46, 35.5-42.6 power, 3 apr) sentry's pouch of dwarven-steel shots of corruption (46/46, 35.5-42.6 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 46 Turns elapse between self-loadings: 4 Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +7 darkness / +6 blight 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 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour) stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Physical save: +12 A cap made of leather. |
| On hands | Blazeobeisance (0 def, 2 armour) Blazeobeisance (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes damage: +9% lightning Life regen: +2.40 Stamina each turn: +0.80 Maximum stamina: +16.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | rogue's steel ring of blinding strikes rogue's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Damage when the wearer hits(melee): 4 physical / 4 blinding / 4 lightning Damage when the wearer is hit: 4 physical / 3 blinding / 5 lightning Rings can have magical properties. |
| On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
| Around neck | stabilizing steel amulet of murder stabilizing steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +13% temporal Critical mult.: +11.00% Pinning immunity: +24% Knockback immunity: +22% Amulets can have magical properties. |
| In main hand | Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. This item has been sent to the Item's Vault. |
| Around waist | hardened leather belt 'Layoldamira' hardened leather belt 'Layoldamira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +10 Changes resistances: +2% physical / +3% cold Changes damage: +9% physical Physical save: +16 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (30-39 power, 20 apr) Shantiz the Stormblade (30-39 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +18.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to strike and destroy any projectiles in a radius of 10, dealing damage and stunning enemies around the projectile. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. |
| Cloak | linen cloak of the guardian (7 def, 4 armour) linen cloak of the guardian (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 Physical save: +12 Spell save: +10 Mental save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of Toknor (3 def, 6 armour) troll-hide hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Armour: +6 Defense: +3 Fatigue: +8% Critical mult.: +12.00% Life regen: +6.60 A suit of armour made of leather. |
Inventory
starlit copper amulet of willpower (+3) starlit copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% darkness / +12% light Blindness immunity: +21% Amulets can have magical properties. |
Adalramira the steel ring Adalramira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Wil Damage when the wearer is hit: 4 blight Maximum encumbrance: +20 Resist all after a teleport: +2% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's copper ring of power marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Physical power: +5 Changes stats: +2 Dex Spellpower: +5 Mindpower: +5 Rings can have magical properties. |
warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.89 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
9 agate 9 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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. |
6 opal 6 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. |
8 topaz 8 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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 (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 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. |
Star Shot (6/7, 32-38.4 power, 15 apr) Star Shot (6/7, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 7 Special effect when this weapon hits: sets off a powerful explosion Intense heat radiates from this powerful shot. This item has been sent to the Item's Vault. |
quick ash totem of thorny skin [power 17] (13 cooldown) quick ash totem of thorny skin [power 17] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 17 and armour hardiness by 40%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Hit it with Rocks the Halfling Archer level 18
3rd Decay 122nd year of Ascendancy at 15:39 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Hit it with Rocks the Halfling Archer level 15
11st Haze 122nd year of Ascendancy at 01:34 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Hit it with Rocks the Halfling Archer level 15
25th Haze 122nd year of Ascendancy at 18:14 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Hit it with Rocks the Halfling Archer level 18
2nd Decay 122nd year of Ascendancy at 09:17 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Hit it with Rocks the Halfling Archer level 18
3rd Decay 122nd year of Ascendancy at 15:39 see stats
Fool of a Took! (Exploration mode)
Killed oneself as a halfling.By Hit it with Rocks the Halfling Archer level 13
68th Dusk 122nd year of Ascendancy at 22:51 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hit it with Rocks the Halfling Archer level 14
71st Dusk 122nd year of Ascendancy at 04:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Hit it with Rocks the Halfling Archer level 10
10th Dusk 122nd year of Ascendancy at 12:50 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Hit it with Rocks the Halfling Archer level 20
69th Regrowth 123rd year of Ascendancy at 03:30 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Hit it with Rocks the Halfling Archer level 12
39th Dusk 122nd year of Ascendancy at 18:39 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Hit it with Rocks the Halfling Archer level 18
3rd Decay 122nd year of Ascendancy at 15:37 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Hit it with Rocks the Halfling Archer level 9
9th Flare 122nd year of Ascendancy at 04:30 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hit it with Rocks the Halfling Archer level 19
69th Regrowth 123rd year of Ascendancy at 03:30 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Hit it with Rocks the Halfling Archer level 10
24th Dusk 122nd year of Ascendancy at 14:16 see stats
Log
Today is the 4th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 5th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
Today is the 6th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 7th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:13.
Today is the 8th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 9th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 10th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 1st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:50.
Today is the 2nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 3rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
Saving game...
Saving done.
