
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 19 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by explosion trap at level 8 on the 10th Mirth 122nd year of Ascendancy at 18:14 0 / 6Killed by Isulramira the green ooze at level 13 on the 44th Dusk 122nd year of Ascendancy at 00:43 Killed by Celia at level 16 on the 3rd Haze 122nd year of Ascendancy at 18:50 Killed by Lasphie the Invoker at level 18 on the 15th Haze 122nd year of Ascendancy at 22:46 Killed by Xerinn the cold drake hatchling at level 18 on the 16th Haze 122nd year of Ascendancy at 01:37 Killed by Rantha the Abomination at level 19 on the 18th Haze 122nd year of Ascendancy at 14:24 |
Primary Stats
| Strength | 26 (base 18) |
| Dexterity | 50 (base 46) |
| Constitution | 27 (base 33) |
| Magic | 2 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 8 (base 12) |
Resources
| Life | -35/463 |
| Stamina | 67/164 |
| Healing Factor | 1.3770105841485 |
| Regeneration | 26.564548862382 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 56 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.6 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Light | +10% |
| Cold | +8% |
| Physical | +18% |
| Arcane | +9% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Physical | +12% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 32 (45%) |
| Defense | 34.894006134653 |
| Ranged Defense | 34.894006134653 |
| Fatigue | 12 |
| Physical Save | 40.183333333333 |
| Spell Save | 13.7 |
| Mental Save | 27.9 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Physical | + 10%( 70%) |
| Light | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 192 life. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 103 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Trapping | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been returned to a much younger state, reducing all its stats by 8. Turn Back the Clock |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Target is destabilized and suffering 26.86 temporal damage per turn. If it dies with this effect active it will explode. Temporal Destabilization |
| beneficial effect | The target is recovering 3 life each turn and its healing modifier has been increased by 8%. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target has 28% chance to evade melee attacks and gains 18 defense. Evasion |
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. | active |
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. | 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 failed to protect the lost sun paladin from death by Rye the wimpy. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution 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 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * '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.' | 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of rough leather boots of evasion (11 def, 1 armour) dreamer's pair of rough leather boots of evasion (11 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 Fatigue: +1% Physical save: +6 Spell save: +6 Mental save: +6 It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 15 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | battle-ranger's quiver of ash arrows of annihilation (11/28, 23-32.2 power, 11 apr) battle-ranger's quiver of ash arrows of annihilation (11/28, 23-32.2 power, 11 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +4.5% Capacity: 28 Travel speed: +200% When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce 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 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Flarewarden the dwarven-steel helm (0 def, 4 armour) Flarewarden the dwarven-steel helm (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: +5 Dex Damage when the wearer hits(melee): 4 fire Changes resistances: +6% nature Changes damage: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Noblek the dwarven-steel pickaxe (dig speed 14 turns) Noblek the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +12% physical / +5% arcane / +10% temporal Changes damage: +9% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 18 power out of 28/28) : Effective talent level: 2.0 Power cost: 18 out of 28/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Ring of Growth Ring of GrowthInfused 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 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. |
| Around waist | Tarrudunahad TarrudunahadInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical save: +16 Maximum stamina: +15.00 Mindpower: +4 A belt that goes around your waist. |
| In main hand | mighty ash longbow of cold mighty ash longbow of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage when this weapon hits(ranged): +5 cold When wielded/worn: Physical power: +5 Changes stats: +1 Str Changes damage: +8% cold Longbows are used to shoot arrows at your foes. |
| On hands | heroic iron gauntlets (0 def, 4 armour) heroic iron gauntlets (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Loamcutter (7 def, 8 armour) Loamcutter (7 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +7 Fatigue: +7% Changes stats: +2 Cun / +2 Wil Damage when the wearer is hit: 10 physical Allows you to breathe in: water Mental save: +14 Life regen: +4.20 A suit of armour made of leather. |
| Cloak | 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: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 44 power out of 60/60) : Effective talent level: 1.2 Power cost: 44 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 42.77 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | warmaker's steel amulet of cunning (+5) warmaker's steel amulet of cunning (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Wil / +2 Cun Amulets can have magical properties. |
Inventory
manasurge rune of the duelist (833% regen over 10 turns; 42 instant mana) manasurge rune of the duelist (833% regen over 10 turns; 42 instant mana)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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 833% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 8; power 26; dur 3) phase door rune of the duelist (range 8; power 26; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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 10; dur 16; see animal) vision rune (radius 10; dur 16; see animal)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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 13) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal 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. |
Glorubrenn GlorubrennPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag / +1 Wil / +1 Con Infravision radius: +2 Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +28% Amulets can have magical properties. |
insulating steel amulet of willpower (+2) insulating steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% cold / +13% fire Amulets can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
mule's gold ring of frost (+26%) mule's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +26% cold Changes damage: +13% cold Maximum encumbrance: +20 Rings can have magical properties. |
Poradanne the hardened leather belt Poradanne the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +1 Str / +1 Dex Changes damage: +9% blight Spell save: +8 A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 72 power out of 100/100. The very essence of bearness! |
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. |
2 opal 2 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 58 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
emerald emerald0.00 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 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 146 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. |
elm totem of cure poisons [power 1] (21/15 cooldown) elm totem of cure poisons [power 1] (21/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Rye the wimpy the Cornac Archer level 18
15th Haze 122nd year of Ascendancy at 23:41 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Rye the wimpy the Cornac Archer level 16
56th Dusk 122nd year of Ascendancy at 07:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rye the wimpy the Cornac Archer level 17
8th Haze 122nd year of Ascendancy at 11:55 see stats
Fear me not!
Survived the Fearscape!By Rye the wimpy the Cornac Archer level 18
15th Haze 122nd year of Ascendancy at 22:45 see stats
Level 10
Got a character to level 10.By Rye the wimpy the Cornac Archer level 10
2nd Summertide 122nd year of Ascendancy at 11:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rye the wimpy the Cornac Archer level 11
22nd Dusk 122nd year of Ascendancy at 16:46 see stats
Log
Rantha the Abomination hits Rye the wimpy for 109 cold damage.
Rye the wimpy performs a ranged critical strike against Rye the wimpy!
Rye the wimpy's Shoot hits Iceblock for 128 physical, 6 cold (133 total damage).
Yvylevena the dredge captain casts Dust to Dust.
Yvylevena the dredge captain hits Rye the wimpy for (26 to ice), 38 temporal, (23 to ice), 35 physical (73 total damage).
Yvylevena the dredge captain shrugs off the effect 'Blinded'!
Yvylevena the dredge captain has been illuminated.
Rye the wimpy shrugs off the effect 'Slow'!
Rantha the Abomination's temporal slow area effect hits Dredge for 13 temporal damage.
Rantha the Abomination's temporal slow area effect hits Rye the wimpy for (7 to ice), 11 temporal (11 total damage).
Rye the wimpy casts Rune: Reflection Shield.
A shield forms around Rye the wimpy.
Rye the wimpy uses Infusion: Wild.
Rye the wimpy is free from the ice.
Rye the wimpy is cured!
Rye the wimpy lessens the pain.
Rye the wimpy tries to evade attacks.
Rye the wimpy is returned to a much younger state!
Rye the wimpy reflects damage back to Yvylevena the dredge captain!
Rye the wimpy hits Yvylevena the dredge captain for 83 reflected damage.
Yvylevena the dredge captain's Turn Back the Clock hits Rye the wimpy for (83 absorbed), 0 temporal (0 total damage).
Your shield crumbles under the damage!
The shield around Rye the wimpy crumbles.
Rye the wimpy reflects damage back to Yvylevena the dredge captain!
Yvylevena the dredge captain's Turn Back the Clock hits Rye the wimpy for (67 absorbed), 17 temporal (17 total damage).
Rye the wimpy hits Yvylevena the dredge captain for 67 reflected damage.
Temporal Destabilization from Yvylevena the dredge captain hits Rye the wimpy for 26 temporal damage.
Rantha the Abomination breathes ice!
Saving game...
