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 Adventure |
Sex | Male |
Race | Shalore |
Class | Archer |
Level / Exp | 12 / 82% |
Size | medium |
Lifes / Deaths | Killed by Calneaed the human at level 9 on the 7th Dusk 122nd year of Ascendancy at 14:14 2 / 2Killed by worm that walks at level 11 on the 56th Dusk 122nd year of Ascendancy at 02:16 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 45 (base 37) |
Constitution | 11 (base 10) |
Magic | 17 (base 10) |
Willpower | 25 (base 11) |
Cunning | 38 (base 25) |
Resources
Life | 260/260 |
Mana | 121/121 |
Stamina | 96/150 |
Healing Factor | 1.2 |
Regeneration | 0.48 |
Speed
Mental | +40.29782791273% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 9 |
Offense: Mainhand
Damage | 55 |
Accuracy | 50 |
Crit Chance | 1% |
APR | 2 |
Speed | 0.57 |
Offense: Offhand
Damage | 9 |
Accuracy | 50 |
Crit Chance | 0% |
APR | 25 |
Speed | 0.71 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28.35 |
Crit Chance | 15% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 21.825 |
Ranged Defense | 21.825 |
Fatigue | 0 |
Physical Save | 23.0375 |
Spell Save | 16.625 |
Mental Save | 21.9875 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Rapid Shot |
talent | Premonition |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 precision. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
On feet | pair of rough leather boots 'Guldil' (0 def, 1 armour) pair of rough leather boots 'Guldil' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +6 Lck / +1 Con Stealth bonus: +6 Maximum encumbrance: +20 Maximum life: +20.00 A pair of boots made of leather. |
Quiver | storming pouch of steel shots (22/22, 20.5-24.6 power, 2 apr) storming pouch of steel shots (22/22, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Damage (Ranged): +12 lightning Burst (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 A cap made of leather. |
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% chance 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 toll 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 that it stinks. |
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. |
On fingers | copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
Around waist | rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 Mindpower: +2 A belt that goes around your waist. |
In main hand | steady rough leather sling of lightning steady rough leather sling of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Accuracy: +6 Changes damage: +11% lightning Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
On hands | 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. |
In off hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Main armor | cured leather armour of the hero (2 def, 4 armour) cured leather armour of the hero (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +4 Str / +3 Dex / +5 Mag / +3 Wil / +4 Cun A suit of armour made of leather. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
sun infusion of the duelist (rad 5; power 74; turns 3; dispells darkness) sun infusion of the duelist (rad 5; power 74; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 37). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 74) for 3 turns. Its effects scale with your Dexterity 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. |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (26-39 power, 2 apr)steel battleaxe of massacre (26-39 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
Airtrial AirtrialRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to daze * 20% chance to cause random insanity When wielded/worn: Physical power: +6 Changes stats: +3 Str Changes resistances penetration: +5% lightning Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling of power mighty rough leather sling of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +6 Changes stats: +2 Str Changes resistances penetration: +8% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
swiftstrike rough leather sling swiftstrike rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +6 Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
throat-seeking cured leather sling throat-seeking cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +7 nature When wielded/worn: Changes resistances penetration: +9% nature Slings are used to hurl stones or metal shots at your foes. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of acid resistance (2 def, 11 armour)impenetrable steel mail armour of acid resistance (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +14% Changes resistances: +17% acid A suit of armour made of mail. |
rough leather armour 'Lorithel' (1 def, 2 armour) rough leather armour 'Lorithel' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 8 mind Changes resistances: +17% lightning Mental save: +3 Maximum psi: +20.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Falibar (6 def, 2 armour, 39.5 block)Falibar (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +3% mind / +15% cold Changes resistances penetration: +10% mind Talent granted: +2 Block Handheld deflection devices. |
3 agate 3 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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. |
pouch of iron shots of purging (18/18, 14-16.8 power, 1 apr) pouch of iron shots of purging (18/18, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +7 nature Shots are used with slings to pummel your foes to death. |
overpowered elm totem of cure ailments [power 2] (15 cooldown) overpowered elm totem of cure ailments [power 2] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 12] (13 cooldown) quick elm totem of thorny skin [power 12] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 12 and armour hardiness by 30%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
ametrine 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. |
4 zircon 4 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
Log
Aldos's Scatter Shot hits Green jelly for 70 physical, 19 lightning (90 total damage).
Aldos's Scatter Shot hits Lisunor the sandworm for 67 physical, 18 lightning (86 total damage).
Aldos uses Steady Shot.
Aldos uses Steady Shot.
You collect a new ingredient: sandworm tooth.
Aldos's Steady Shot hits Lisunor the sandworm for 143 physical damage.
Aldos's Steady Shot killed Lisunor the sandworm!
Aldos uses Crippling Shot.
Sand-drake slows down.
You collect a new ingredient: sandworm tooth.
Aldos's Crippling Shot hits Sand-drake for 114 physical, 19 lightning (134 total damage).
Green jelly is not stunned anymore.
Aldos's Crippling Shot killed Sand-drake!
Steady Shot is still on cooldown for 1 turns.
Aldos shoots!
Aldos's Shoot hits Green jelly for 78 physical damage.
Talent Steady Shot is ready to use.
Aldos's Shoot killed Green jelly!
Aldos picks up (l.): Falibar (6 def, 2 armour, 39.5 block).
Talent Scatter Shot is ready to use.
Talent Crippling Shot is ready to use.
Talent Grace of the Eternals is ready to use.