
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 18 / 95% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 11 on the 17th Dusk 122nd year of Ascendancy at 12:01 / 22Killed by elven cultist at level 11 on the 17th Dusk 122nd year of Ascendancy at 12:49 Killed by elven cultist at level 11 on the 17th Dusk 122nd year of Ascendancy at 15:08 Killed by elven cultist at level 11 on the 17th Dusk 122nd year of Ascendancy at 16:16 Killed by Dárcee at level 13 on the 75th Dusk 122nd year of Ascendancy at 05:07 Killed by orc corruptor at level 14 on the 5th Haze 122nd year of Ascendancy at 11:08 Killed by dredge at level 16 on the 6th Allure 123rd year of Ascendancy at 16:55 Killed by devourer at level 16 on the 18th Regrowth 123rd year of Ascendancy at 18:54 Killed by Grgglck the Devouring Darkness at level 16 on the 18th Regrowth 123rd year of Ascendancy at 20:20 Killed by Grgglck the Devouring Darkness at level 16 on the 18th Regrowth 123rd year of Ascendancy at 22:28 Killed by Grgglck the Devouring Darkness at level 16 on the 19th Regrowth 123rd year of Ascendancy at 00:05 Killed by Zubulaith the brown bear at level 17 on the 39th Regrowth 123rd year of Ascendancy at 00:28 Killed by Grgglck's Tentacle at level 18 on the 61st Regrowth 123rd year of Ascendancy at 21:21 Killed by Grgglck's Tentacle at level 18 on the 62nd Regrowth 123rd year of Ascendancy at 01:06 Killed by Grgglck the Devouring Darkness at level 18 on the 62nd Regrowth 123rd year of Ascendancy at 02:44 Killed by Islubeth the vampire at level 18 on the 16th Pyre 123rd year of Ascendancy at 20:08 Killed by Islubeth the vampire at level 18 on the 16th Pyre 123rd year of Ascendancy at 21:06 Killed by Islubeth the vampire at level 18 on the 16th Pyre 123rd year of Ascendancy at 22:05 Killed by Islubeth the vampire at level 18 on the 17th Pyre 123rd year of Ascendancy at 01:28 Killed by Islubeth the vampire at level 18 on the 17th Pyre 123rd year of Ascendancy at 02:31 Killed by Islubeth the vampire at level 18 on the 17th Pyre 123rd year of Ascendancy at 03:35 Killed by Dárcee at level 18 on the 17th Pyre 123rd year of Ascendancy at 03:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 18) |
| Dexterity | 59 (base 46) |
| Constitution | 29 (base 23) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 17) |
| Cunning | 24 (base 12) |
Resources
| Life | 470/470 |
| Stamina | 216/216 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 3.8041174687797 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 64 |
| Crit Chance | 7% |
| APR | 21 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 35.575 |
| Ranged Defense | 40.05 |
| Fatigue | 1 |
| Physical Save | 34.075 |
| Spell Save | 30.3 |
| Mental Save | 42.7 |
Defense: Resistances
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 16% for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by gloomy giant crystal rat. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved spell save by +4. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (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 resistances: +7% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Saloyara the Duathelknight (21/21, 44.5-62.3 power, 14 apr) Saloyara the Duathelknight (21/21, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to inflict damage reduction Damage (Ranged): +13 nature / +9 temporal / +4 darkness Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +4 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | prismatic iron helm of the depths (0 def, 3 armour) prismatic iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold / +11% light / +11% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of clear mind [power 2] (3/10 cooldown) steel torque of clear mind [power 2] (3/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of pilfering savior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +7 Defense: +8 Physical save: +6 Spell save: +8 Mental save: +8 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Spell save: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | Flashtouch the elven-wood longbow Flashtouch the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 Changes stats: +1 Cun Talent cooldown: Steady Shot (-1 turn) Critical mult.: +10.00% Mindpower: +4 Longbows are used to shoot arrows at your foes. |
| On hands | Chamirak the hardened leather gloves (0 def, 2 armour) Chamirak the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 8 fire Changes resistances: +6% fire Changes damage: +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Haroreldil the Cracklewill (18 def, 7 armour) Haroreldil the Cracklewill (18 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 Ranged Defense: +9 Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 8 lightning Damage when hit (Melee): 12 lightning Changes resistances: +15% lightning / +17% cold Critical mult.: +5.00% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
| Cloak | Alurin the cashmere cloak (2 def, 0 armour) Alurin the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 acid Changes stats: +3 Wil Changes resistances: +3% acid Maximum life: +32.00 Spellpower: +2 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Deepshunt DeepshuntCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +5 Cun / +5 Con Changes damage: +3% darkness Grants telepathy: Demon/Minor Demon/Major Life regen: +0.70 Stamina each turn: +1.10 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
Inventory
movement infusion of the titan (449% speed; 4 turns) movement infusion of the titan (449% speed; 4 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 449% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Activating this item is instant. It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 189% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
restful iron gauntlets of dexterity (+3) (0 def, 1 armour) restful iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +3 Dex Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Arcvault the cashmere wizard hat (2 def, 0 armour) Arcvault the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% lightning Changes damage: +3% lightning Equilibrium when hit: +1.30 Psi when hit: +0.70 Hate when hit: +1.10 A pointy cloth hat, very wizardly... |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 100 power out of 100/100. The very essence of bearness! |
psychokinetic quiver of yew arrows of crippling (19/20, 32.5-45.5 power, 10 apr) psychokinetic quiver of yew arrows of crippling (19/20, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +17 physical Arrows are used with bows to pierce your foes to death. |
aquamarine 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 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. |
topaz 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. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 are 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. |
Dayreaper [power 3] (3/10 cooldown) Dayreaper [power 3] (3/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% nature / +10% light It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
Eremyrath the Fognoon [power 2] (3/10 cooldown) Eremyrath the Fognoon [power 2] (3/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Cun Grants telepathy: Dragon It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (3/10 cooldown) ash totem of cure ailments [power 2] (3/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
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
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Dárcee the Thalore Archer level 14
5th Haze 122nd year of Ascendancy at 11:51 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Dárcee the Thalore Archer level 17
39th Regrowth 123rd year of Ascendancy at 05:42 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Dárcee the Thalore Archer level 10
2nd Dusk 122nd year of Ascendancy at 12:00 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Dárcee the Thalore Archer level 15
6th Allure 123rd year of Ascendancy at 02:08 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Dárcee the Thalore Archer level 10
2nd Dusk 122nd year of Ascendancy at 11:59 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Dárcee the Thalore Archer level 9
6th Flare 122nd year of Ascendancy at 03:37 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dárcee the Thalore Archer level 10
7th Dusk 122nd year of Ascendancy at 20:23 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 Dárcee the Thalore Archer level 18
53rd Regrowth 123rd year of Ascendancy at 22:47 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Dárcee the Thalore Archer level 14
55th Haze 122nd year of Ascendancy at 21:48 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Dárcee the Thalore Archer level 16
4th Regrowth 123rd year of Ascendancy at 03:24 see stats
Log
Rotting Disease from Islubeth the vampire hits Dárcee for 7 blight damage.
Dárcee shoots!
Dárcee's Shoot hits Islubeth the vampire for 55 physical, 4 temporal, 2 darkness, 3 lightning, 1 nature, 2 arcane (66 total damage).
Dárcee's Shoot hits Cold drake hatchling for 2 arcane damage.
Dárcee's Shoot hits Snow giant for 2 arcane damage.
Dárcee's Shoot hits Snow giant chieftain for 2 arcane damage.
Islubeth the vampire casts Time Shield.
The very fabric of time alters around Islubeth the vampire.
Dárcee is invigorated by the attack!
Islubeth the vampire leeches life from Dárcee!
Dárcee hits Islubeth the vampire for 5 healing, (4 to time), 0 lightning, (3 to time), 0 acid, (4 to time), 0 lightning, (3 to time), 0 acid (0 total damage) [5 healing].
Islubeth the vampire hits Dárcee for 62 physical, 12 darkness, 10 physical (84 total damage).
Dárcee the level 18 thalore archer was mutilated to death by Islubeth the vampire on level 3 of Daikara.
Dárcee feels pain again.
Dárcee deactivates Slow Motion.
Dárcee deactivates Aim.
Dárcee is not stunned anymore.
Dárcee is no longer attuned.
Dárcee is free from the rotting disease.
Dárcee's aura of power vanishes.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Islubeth the vampire killed Dárcee!
Talent Relaxed Shot is ready to use.
Talent Infusion: Sun is ready to use.
Talent Track is ready to use.
Saving done.
Saving game...
