Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 22 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Rhaloren Inquisitor at level 3 on the 78th Pyre 122nd year of Ascendancy at 20:57 1 / 4Killed by The Master at level 19 on the 70th Haze 122nd year of Ascendancy at 02:29 Killed by skeleton mage at level 19 on the 70th Haze 122nd year of Ascendancy at 03:28 Killed by multi-hued drake at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 09:35 |
Primary Stats
| Strength | 22 (base 17) |
| Dexterity | 59 (base 40) |
| Constitution | 30 (base 22) |
| Magic | 18 (base 10) |
| Willpower | 22 (base 13) |
| Cunning | 50 (base 36) |
Resources
| Life | 455/455 |
| Stamina | 193/193 |
| Equilibrium | 0 |
| Healing Factor | 1.14 |
| Regeneration | 6.555 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 14 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 59 |
| Crit Chance | 26% |
| APR | 16 |
| Speed | 0.70 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 59 |
| Crit Chance | 27% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.7 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +16% |
| Physical | +15% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 26.975 |
| Ranged Defense | 30.975 |
| Fatigue | 2 |
| Physical Save | 18.55 |
| Spell Save | 34.175 |
| Mental Save | 26.775 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Fire | + 8%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 15% for 5 turns. Its effects scale with your Cunning stat. |
| 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 188 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 338 life over 5 turns. 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 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery - slings | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 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 |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 |
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 lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghast. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 124. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed ice ant stinger. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | 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 |
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 | Infernodash (0 def, 1 armour) Infernodash (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil Changes damage: +12% fire Spell save: +18 A pair of boots made of leather. |
| Quiver | Blindpanic (16/16, 19.5-23.4 power, 2 apr) Blindpanic (16/16, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 Damage when this weapon hits(ranged): +32 light Burst (radius 2) on crit: +12 light Shots are used with slings to pummel your foes to death. |
| Light source | healer's alchemist's lamp healer's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap of trickery (0 def, 3 armour) hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Dex A cap made of leather. |
| On hands | cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 7 fire Changes resistances: +5% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ebonylady of kinetic psionic shield [power 39] (18 cooldown) Ebonylady of kinetic psionic shield [power 39] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes resistances: +12% darkness It can be used to setup a psionic shield, reducing all physical and acid damage by 39 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +7 Defense: +3 Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | restful copper amulet of mastery (0.10 Technique / Archery - slings) restful copper amulet of mastery (0.10 Technique / Archery - slings)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.10 Technique / Archery - slings Life regen: +0.30 Amulets can have magical properties. |
| In main hand | Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around 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: +15% It can be used to activate talent Evasion (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 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 37% chance to completely evade them for 7 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. |
| In off hand | warbringer's steel dagger of ruin (9-11.7 power, 6 apr) warbringer's steel dagger of ruin (9-11.7 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 Changes stats: +2 Con Changes resistances penetration: +5% physical Critical mult.: +10.00% Disarm immunity: +10% Sharp, short and deadly. |
| Cloak | enveloping cashmere cloak of the Shaloren (9 def, 0 armour) enveloping cashmere cloak of the Shaloren (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +1 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide reinforced leather armour (4 def, 7 armour) troll-hide reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +4.20 A suit of armour made of leather. |
Inventory
heroism infusion (+6 for 8 turns, die at -185) heroism infusion (+6 for 8 turns, die at -185)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. Also while Heroism is active, you will only die when reaching -185 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
wizard's steel ring of pilfering wizard's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +3 Changes stats: +4 Mag Spell save: +8 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
flaming iron dagger of crippling (4.5-5.85 power, 5 apr) flaming iron dagger of crippling (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
horrifying mossy mindstar of balance (2-2.2 power, 12 apr, nature damage) horrifying mossy mindstar of balance (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +2% mind / +2% darkness Physical save: +3 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Urthundil UrthundilRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Damage conversion: 30% temporal When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Stamina each turn: +0.60 Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling of acid mighty rough leather sling of acidRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +7 acid When wielded/worn: Physical power: +6 Changes stats: +2 Str Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. |
thunderous cured leather sling thunderous cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 lightning daze When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +6% lightning Slings are used to hurl stones or metal shots at your foes. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
bladed rough leather cap of dexterity (+2) (0 def, 1 armour) bladed rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Dex Damage when the wearer is hit: 5 physical It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 51.77 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of resilience (4 def, 8 armour)stralite mail armour of resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Maximum life: +20.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite plate armour of spell shielding (7 def, 13 armour)fortifying stralite plate armour of spell shielding (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +3 Str / +5 Con Spell save: +15 Maximum life: +69.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of deflection (13 def, 2 armour, 79 block)icy dwarven-steel shield of deflection (13 def, 2 armour, 79 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +13 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 cold Talent granted: +3 Block Handheld deflection devices |
65 alchemist agate 65 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 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. |
quick-loading pouch of iron shots of vileness (14/14, 9.5-11.4 power, 1 apr) quick-loading pouch of iron shots of vileness (14/14, 9.5-11.4 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 9.5 - 11.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Damage when this weapon hits(ranged): +5 blight Burst (radius 2) on crit: +5 corrupted blood When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
Chadas of cure poisons [power 1] (18 cooldown) Chadas of cure poisons [power 1] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Wil Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 It can be used to removes up to 1 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Asmanda the Shalore Archer level 16
55th Haze 122nd year of Ascendancy at 19:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Asmanda the Shalore Archer level 22
5th Decay 122nd year of Ascendancy at 12:15 see stats
Exterminator
Killed 1000 creatures.By Asmanda the Shalore Archer level 17
62nd Haze 122nd year of Ascendancy at 05:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Asmanda the Shalore Archer level 16
55th Haze 122nd year of Ascendancy at 19:00 see stats
Level 10
Got a character to level 10.By Asmanda the Shalore Archer level 10
10th Dusk 122nd year of Ascendancy at 10:07 see stats
Level 20
Got a character to level 20.By Asmanda the Shalore Archer level 20
70th Haze 122nd year of Ascendancy at 19:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Asmanda the Shalore Archer level 11
60th Dusk 122nd year of Ascendancy at 06:42 see stats
The Arena
Unlocked Arena mode.By Asmanda the Shalore Archer level 6
10th Mirth 122nd year of Ascendancy at 19:54 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Asmanda the Shalore Archer level 16
55th Haze 122nd year of Ascendancy at 19:25 see stats
The secret city
Discovered the truth about mages.By Asmanda the Shalore Archer level 9
10th Flare 122nd year of Ascendancy at 22:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Asmanda the Shalore Archer level 11
2nd Haze 122nd year of Ascendancy at 03:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Asmanda the Shalore Archer level 14
46th Haze 122nd year of Ascendancy at 02:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Asmanda the Shalore Archer level 19
70th Haze 122nd year of Ascendancy at 19:12 see stats
Log
Asmanda hits multi-hued drake hatchling for 84 physical, 32 light damage (total 115.84).
Asmanda uses Infusion: Regeneration.
Asmanda starts regenerating health quickly.
Ivagadath the dredgling hits multi-hued drake for 34 acid, 21 fire damage (total 53.46).
Multi-hued drake breathes fire!
Asmanda is on fire!
Multi-hued drake hatchling is on fire!
Multi-hued drake hatchling is on fire!
Golem (servant of Ivagadath the dredgling) is on fire!
Ivagadath the dredgling casts Throw Bomb.
Asmanda loses sight!
Multi-hued drake hits Asmanda for 156 fire damage.
Multi-hued drake hits multi-hued drake hatchling for 136 fire, 20 fire damage (total 154.33).
Multi-hued drake hits multi-hued drake hatchling for 136 fire, 20 fire damage (total 154.33).
Ivagadath the dredgling hits Asmanda for 114 acid damage.
Asmanda the level 22 shalore archer was cooled to death by a multi-hued drake on level 1 of Elven Ruins.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Resting starts...
Asmanda uses Reload.
You begin reloading.
Talent Reload is ready to use.
Your Blindpanic is full.
Rested for 2 turns (stop reason: all resources and life at maximum).
Saving done.
