











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 18 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 6 on the 79th Pyre 122nd year of Ascendancy at 22:56 0 / 6Killed by snow giant thunderer at level 14 on the 45th Dusk 122nd year of Ascendancy at 05:48 Killed by Xerann the snow giant chieftain at level 14 on the 45th Dusk 122nd year of Ascendancy at 06:19 Killed by slaver at level 14 on the 41st Haze 122nd year of Ascendancy at 00:42 Killed by Zubatira the bee swarm at level 16 on the 1st Allure 123rd year of Ascendancy at 20:45 Killed by blade horror at level 18 on the 6th Allure 123rd year of Ascendancy at 02:51 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 50 (base 38) |
| Constitution | 34 (base 29) |
| Magic | 16 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 34 (base 21) |
Resources
| Life | -50/413 |
| Stamina | 79/154 |
| Healing Factor | 1.4764705882353 |
| Regeneration | 2.7314705882353 |
Speed
| Mental | +23.333333333333% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +82.685765395218% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.639798336955 |
| See Invisible | 40.639798336955 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 42 |
| Crit Chance | 30% |
| APR | 6 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +12% |
| Cold | +10% |
| Blight | +18% |
| Mind | +6% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Mind | +10% |
| Blight | +10% |
| Cold | +8% |
| Fire | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 6 (38.536585365854%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 21 |
| Mental Save | 12 |
Defense: Resistances
| Light | + 27%( 70%) |
| Nature | + 23%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 38%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | Slowed by 50% and taking 95 crushing damage per turn. Imploding (slow) |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| beneficial effect | Increases attack speed by 23%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | Increases global action speed by 29%. Speed |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
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 renegade 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 failed to protect the injured seer from death by shadow. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +1. | done |
You failed to protect the repented thief from death by crimson crystal. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity 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 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 |
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. | 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 explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * '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.' | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 37% (based on Cunning). Uses 39 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Layuriavena the Blackrip (31/31, 28.5-39.9 power, 6 apr)3.0 T1 arrow ammo [Rare] Master Power 28.5 - 39.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +6 Crit +1.0% Capacity 31 Proj.spd +200% On Hit: * 20% chance to inflict 15% damage reduction While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Khelyharahor'1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +2% physical Crit.dmg- 15.00% Phys.save +12 (+6 eff.) Blind- +10% Poison- +10% Disease- +5% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Fulydendur' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +18% blight +6% mind Res.pen +10% blight +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +12% blight A cap made of leather. |
| Tool | Hurubers the iron torque of kinetic psionic shield [power 25] (16 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Mag ----- def ----- Resists +3% physical ---------- misc Max.mana +20.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Isagavena the Tempestrigor0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +3 Cun dps ---------- Dmg.mod +12% light +18% lightning Res.pen +20% lightning ----- def ----- Fatigue -4% Resists +24% light Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | mighty yew longbow of true flight4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +3 Str dps ---------- Phys.crit +12.0% Phys.pwr +8 (+3 eff.) Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Scorchgash (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +21% fire Res.pen +20% fire ----- def ----- Armour +2 Spell.save +10 (+5 eff.) HP.reg +1.60 ---------- misc Stam/turn +0.70 Max.stam +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 23 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
movement infusion of the psychic (439% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
dwarven-steel greatmaul (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Infernocutter (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+4 eff.) Dmg.mod +21% arcane +20% light Res.pen +10% arcane ----- def ----- Resists +5% arcane +6% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Yvaldann the Blastoath (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +5% arcane Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Wards +2 fire Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lavabore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +1 (+0 eff.) Resists +9% acid Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yveyawe the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +1 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Telepathy Dragon Humanoid/Orc A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelguile the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Melee+ 6 acid Dmg.mod +4% acid +12% darkness Apr +1 ----- def ----- Armour +1 Resists +6% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 16 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.40 to 94.21 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
clarifying cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: Stats +4 Cun ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+7 eff.) A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
70 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (71 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 155 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
icy pouch of steel shots of accuracy (18/18, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 cold Shots are used with slings to pummel your foes to death. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lyf the Shalore Archer level 12
13rd Dusk 122nd year of Ascendancy at 18:25 see stats
Exterminator
Killed 1000 creatures.By Lyf the Shalore Archer level 17
5th Allure 123rd year of Ascendancy at 02:03 see stats
Level 10
Got a character to level 10.By Lyf the Shalore Archer level 10
4th Flare 122nd year of Ascendancy at 07:53 see stats
The Arena
Unlocked Arena mode.By Lyf the Shalore Archer level 11
6th Flare 122nd year of Ascendancy at 01:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lyf the Shalore Archer level 16
1st Wintertide 123rd year of Ascendancy at 05:56 see stats
Log
Lyf shoots!
Blade horror resists the mind attack!
Lyf's Shoot hits Blade horror for (53 to psi shield), 36 physical, 2 mind (38 total damage).
Bleeding from Lyf hits Blade horror for (7 to psi shield), 5 physical (5 total damage).
Kinetic Aura hits Lyf for 24 physical damage.
Lyf is confused and fails to use Shoot.
Blade horror uses Implode.
Lyf reacts to damage from Blade horror, mitigating the blow!.
Lyf is being crushed.
Lyf is bound by telekinetic forces!
Blade horror hits Lyf for (19 reacted , -4 stam), 68 physical (68 total damage).
Talent Infusion: Regeneration is ready to use.
Imploding (slow) from Blade horror hits Lyf for 87 physical damage.
Bleeding from Lyf hits Blade horror for (6 to psi shield), 4 physical (4 total damage).
Kinetic Aura hits Lyf for 24 physical damage.
Blade horror uses Psionic Pull.
Blade horror hits Lyf for 70 physical damage.
Lyf speeds up.
Talent Rune: Shielding is ready to use.
Imploding (slow) from Blade horror hits Lyf for 87 physical damage.
Lyf is confused and fails to use Shoot.
Elder vampire uses Stun.
Elder vampire misses Lyf.
Blade horror stops bleeding.
Elder vampire speeds up.
Kinetic Aura hits Lyf for 24 physical damage.
Blade horror misses Lyf.
Saving game...



















































































