Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.3 |
| Addons | No Reloading 1.0.0 No Rare Monsters Addon 0.9.43 No NPC Aggro 1.0.0 ZOmnibus Addon Pack 1.0.4 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 18 / 60% |
| Size | small |
| Lifes / Deaths | Killed by water imp at level 16 on the 7th Regrowth 123rd year of Ascendancy at 03:42 0 / 6Killed by Boffo "Sureshot" Took at level 16 on the 7th Regrowth 123rd year of Ascendancy at 05:29 Killed by Weirdling Beast at level 16 on the 7th Regrowth 123rd year of Ascendancy at 07:08 Killed by Urkis, the High Tempest at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 06:40 Killed by Urkis, the High Tempest at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 08:07 Killed by Urkis, the High Tempest at level 18 on the 72nd Regrowth 123rd year of Ascendancy at 09:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 34 (base 25) |
| Dexterity | 43 (base 36) |
| Constitution | 32 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 42 (base 26) |
| Cunning | 15 (base 12) |
Resources
| Life | -1/646 |
| Stamina | 129/265 |
| Equilibrium | 0 |
| Healing Factor | 1.1 |
| Regeneration | 2.475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +645% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 61 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.2 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| Cold | +4% |
| Mind | +10% |
Offense: Damage Penetration
| Physical | +11% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 20.775 |
| Ranged Defense | 23.775 |
| Fatigue | 25 |
| Physical Save | 32.4875 |
| Spell Save | 30.0375 |
| Mental Save | 30.4125 |
Defense: Resistances
| Darkness | + 31%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 26%( 70%) |
| Temporal | + 24%( 70%) |
| Blight | + 37%( 70%) |
| All | + 20%( 70%) |
| Cold | + 44%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 645% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.41 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | You gain 7% resistance against lightning. Resolve |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 645% faster. Wild Speed |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is in the center of a lightning hurricane, doing 29.69 to 89.06 lightning damage to itself and others around every turn. Hurricane |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 9. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley 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. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within5 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 | miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of dwarven-steel shots of the leech (15/15, 30.5-36.6 power, 3 apr) pouch of dwarven-steel shots of the leech (15/15, 30.5-36.6 power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 15 Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits(ranged): +7 slime Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +5 Rings can have magical properties. |
| Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Maximum life: +35.00 A belt that goes around your waist. |
| In main hand | This item is on your store wish list. steady hardened leather sling of powersteady hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 When wielded/worn: Accuracy: +6 Changes resistances penetration: +11% physical Changes damage: +11% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
| On hands | polar iron gauntlets of dexterity (+2) (0 def, 1 armour) polar iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 cold Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | This item is on your store wish list. living steel shield (6 def, 2 armour, 39 block)living steel shield (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 10 nature Changes resistances: +12% nature / +12% blight Talent granted: +2 Block Maximum life: +49.00 Handheld deflection devices |
| Main armor | This item is on your store wish list. radiant cured leather armour of Eyal (2 def, 4 armour)radiant cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +3 Wil Damage when the wearer is hit: 6 light Changes resistances: +14% darkness / +10% blight Life regen: +1.00 Maximum life: +48.00 Light radius: +1 Healing mod.: +10% A suit of armour made of leather. |
| Around neck | copper amulet of mastery (0.11 Technique / Combat training) copper amulet of mastery (0.11 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Technique / Combat training Amulets can have magical properties. |
Inventory
insulating steel amulet of dexterity (+3) insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +14% cold / +14% fire Amulets can have magical properties. |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Blindness immunity: +28% See stealth: +6 See invisible: +7 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, fire damage)yew magestaff (20-24 power, 4 apr, fire damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, cold damage)yew magestaff (20-24 power, 4 apr, cold damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
mighty hardened leather sling of power mighty hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 When wielded/worn: Physical power: +8 Changes stats: +2 Str Changes resistances penetration: +13% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
pouch of dwarven-steel shots of crippling (20/20, 32-38.4 power, 3 apr) pouch of dwarven-steel shots of crippling (20/20, 32-38.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +11.0% Capacity: 20 Special effect when this weapon crits: cripple the target Shots are used with slings to pummel your foes to death. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.30 Healing mod.: +10% A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 24% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of lightning resistance (3 def, 6 armour)cleansing hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +17% lightning / +11% nature / +10% blight A suit of armour made of leather. |
brass lantern of revealing brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +6 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
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. |
quick steel torque of clear mind [power 1] (13 cooldown) quick steel torque of clear mind [power 1] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Boffo "Sureshot" Took the Halfling Archer level 16
11st Regrowth 123rd year of Ascendancy at 10:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Boffo "Sureshot" Took the Halfling Archer level 11
21st Dusk 122nd year of Ascendancy at 16:54 see stats
Exterminator
Killed 1000 creatures.By Boffo "Sureshot" Took the Halfling Archer level 16
11st Regrowth 123rd year of Ascendancy at 09:33 see stats
Fool of a Took!
Killed oneself as a halfling.By Boffo "Sureshot" Took the Halfling Archer level 16
7th Regrowth 123rd year of Ascendancy at 05:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boffo "Sureshot" Took the Halfling Archer level 16
7th Regrowth 123rd year of Ascendancy at 11:01 see stats
Level 10
Got a character to level 10.By Boffo "Sureshot" Took the Halfling Archer level 10
7th Flare 122nd year of Ascendancy at 03:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Boffo "Sureshot" Took the Halfling Archer level 14
51st Dusk 122nd year of Ascendancy at 05:40 see stats
The Arena
Unlocked Arena mode.By Boffo "Sureshot" Took the Halfling Archer level 12
28th Dusk 122nd year of Ascendancy at 04:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boffo "Sureshot" Took the Halfling Archer level 14
68th Haze 122nd year of Ascendancy at 02:09 see stats
The secret city
Discovered the truth about mages.By Boffo "Sureshot" Took the Halfling Archer level 10
10th Dusk 122nd year of Ascendancy at 12:15 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Boffo "Sureshot" Took the Halfling Archer level 14
67th Haze 122nd year of Ascendancy at 07:54 see stats
Log
Urkis, the High Tempest hits Boffo "Sureshot" Took for 13 lightning damage.
Boffo "Sureshot" Took uses Steady Shot.
Boffo "Sureshot" Took is invigorated by the attack!
Boffo "Sureshot" Took hits Urkis, the High Tempest for 169 physical, 6 nature damage (total 174.01).
Urkis, the High Tempest hits Boffo "Sureshot" Took for 7 lightning damage.
Boffo "Sureshot" Took is invigorated by the attack!
Urkis, the High Tempest hits Boffo "Sureshot" Took for 17 lightning damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Boffo "Sureshot" Took uses Inertial Shot.
Urkis, the High Tempest is knocked back!
Boffo "Sureshot" Took hits Urkis, the High Tempest for 103 physical, 7 nature damage (total 109.31).
Urkis, the High Tempest's spell attains critical power!
Boffo "Sureshot" Took is invigorated by the attack!
Urkis, the High Tempest hits Boffo "Sureshot" Took for 8 lightning damage.
Boffo "Sureshot" Took uses Infusion: Movement.
Boffo "Sureshot" Took is moving freely.
Boffo "Sureshot" Took prepares for the next kill!.
Talent Steady Shot is ready to use.
Boffo "Sureshot" Took is invigorated by the attack!
Boffo "Sureshot" Took is no longer evading attacks.
Urkis, the High Tempest hits Boffo "Sureshot" Took for 15 lightning damage.
Talent Eye Shot is ready to use.
Talent Crippling Shot is ready to use.
Saving done.
Saving done.
Saving game...
