Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 13 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Ivytha the wolf at level 7 on the 1st Mirth 122nd year of Ascendancy at 23:24 0 / 4Killed by Isydatira the copperhead snake at level 9 on the 4th Mirth 122nd year of Ascendancy at 04:52 Killed by Belamitha the red crystal at level 11 on the 3rd Flare 122nd year of Ascendancy at 05:55 Killed by Xanumira the copperhead snake at level 12 on the 6th Flare 122nd year of Ascendancy at 12:03 |
Primary Stats
| Strength | 36 (base 27) |
| Dexterity | 41 (base 39) |
| Constitution | 18 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | 296/296 |
| Stamina | 128/128 |
| Healing Factor | 1.463829787234 |
| Regeneration | 2.4153191489362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 16.54677130326 |
| See Invisible | 22.54677130326 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 35 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (38.536585365854%) |
| Defense | 33 |
| Ranged Defense | 34 |
| Fatigue | 3.669446550417 |
| Physical Save | 25 |
| Spell Save | 16 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Bleed Resistance | 5% |
| Confusion Resistance | 49% |
| Instadeath Resistance | 100% |
| Silence Resistance | 24% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 20%. Concealment |
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 failed to protect the injured seer from death by war hound. Escort: injured seer (level 3 of Norgos Lair) | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 | Drydas the pair of iron boots (0 def, 9 armour) Drydas the pair of iron boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes resistances: +3% acid / +1% physical / +3% light Mental save: +12 (+6 eff.) Cut immunity: +5% Silence immunity: +24% Confusion immunity: +21% Stun/Freeze immunity: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic quiver of elm arrows of purging (24/24, 109% power, 5 apr) psychokinetic quiver of elm arrows of purging (24/24, 109% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 24 On weapon hit: * 25% chance to remove a magical effect * 10% chance to knock the target back Damage (Ranged): +8 nature / +23 physical Arrows are used with bows to pierce your foes to death. |
| Light source | Emalaith EmalaithPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +9% acid / +5% fire Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +1% 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 | Manomas the rough leather cap (3 def, 1 armour) Manomas the rough leather cap (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 12 acid Changes stats: +3 Str / +3 Con Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life 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 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 | copper ring 'Demonmaim' copper ring 'Demonmaim'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Dex Changes resistances: +22% fire Changes damage: +11% fire Light radius: +3 See invisible: +6 Rings can have magical properties. |
| On fingers | Yvibeth the steel ring Yvibeth the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Physical save: +9 (+5 eff.) Spell save: +7 (+5 eff.) Mental save: +11 (+5 eff.) Confusion immunity: +28% Stun/Freeze immunity: +22% Life regen: +1.40 Light radius: +1 Infravision radius: +3 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elm longbow 'Isluriawyn' elm longbow 'Isluriawyn'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Changes stats: +1 Str / +2 Mag / +1 Cun / +2 Con Changes resistances penetration: +12% physical Changes damage: +3% acid / +14% physical Longbows are used to shoot arrows at your foes. |
| On hands | iron gauntlets 'Balydranik' (0 def, 1 armour) iron gauntlets 'Balydranik' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str / +1 Con Changes resistances: +6% acid / +6% fire Maximum stamina: +25.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spiked cured leather armour of cold resistance (2 def, 4 armour) spiked cured leather armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +18% cold A suit of armour made of leather. |
| Cloak | Blastblack the linen cloak (1 def, 0 armour) Blastblack the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +20% lightning Only die when reaching: -80.00 life Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
starlit copper amulet of magic (+3) starlit copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% light / +12% darkness Blindness immunity: +21% Amulets can have magical properties. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
acidic quiver of elm arrows (21/21, 107% power, 5 apr) acidic quiver of elm arrows (21/21, 107% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 107% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid Arrows are used with bows to pierce your foes to death. |
spiked rough leather armour of fire resistance (1 def, 2 armour) spiked rough leather armour of fire resistance (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 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% fire A suit of armour made of leather. |
Cloudusher the rough leather belt Cloudusher the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Mental save: +15 (+7 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum life: +33.00 A belt that goes around your waist. |
linen cloak 'Windravage' (6 def, 0 armour) linen cloak 'Windravage' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% acid Changes resistances penetration: +20% nature Changes damage: +3% nature Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustreenvy (0 def, 6 armour) Lustreenvy (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances penetration: +10% light Hate when firing a critical mind attack: +4.00 Light radius: +1 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 A pair of boots made of leather. |
Stormwedge (0 def, 1 armour) Stormwedge (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: +3 Dex Changes resistances: +5% fire / +5% cold Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major Light radius: +1 A pair of boots made of leather. |
pair of rough leather boots 'Xawen' (0 def, 1 armour) pair of rough leather boots 'Xawen' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +4 Str / +3 Dex / +1 Con Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Light radius: +2 Infravision radius: +3 A pair of boots made of leather. |
rough leather gloves 'Bogrune' (0 def, 1 armour) rough leather gloves 'Bogrune' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning / +9% nature Changes damage: +4% lightning / +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Glinttickler' (1 def, 0 armour) linen wizard hat 'Glinttickler' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes resistances penetration: +5% physical Changes damage: +3% light / +11% cold Critical mult.: +3.00% A pointy cloth hat, very wizardly... |
iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Latent Damage Type: Light 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
220 alchemist agate 220 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. |
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. |
Bedunasta the Crackledeath (dig speed 29 turns) Bedunasta the Crackledeath (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +2 Dex / +2 Wil / +1 Cun Changes resistances: +3% lightning Grants telepathy: Dragon Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lorifang (dig speed 36 turns) Lorifang (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 4 physical Changes stats: +3 Str / +4 Con Changes resistances: +3% physical Critical mult.: +3.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 after 40 turns, 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arrcon the Cornac Archer level 10
4th Mirth 122nd year of Ascendancy at 12:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Arrcon the Cornac Archer level 13
2nd Dusk 122nd year of Ascendancy at 11:25 see stats
Log
Arrcon activates Intuitive Shots.
Arrcon deactivates Concealment.
Arrcon activates Concealment.
Resting starts...
Rested for 59 turns (stop reason: all resources and life at maximum).
You gain 2.87 gold from the transmogrification of balanced steel longsword of massacre (121% power, 3 apr).
You gain 1.24 gold from the transmogrification of regeneration infusion of the duelist (heal 220 over 5 turns).
There is an exit to the worldmap here (press '' or right click to use).
Arrcon uses Sheer Badassery.
Arrcon deactivates Concealment.
Talent Concealment is ready to use.
Arrcon activates Concealment.
Talent Sheer Badassery is ready to use.
Arrcon uses Sheer Badassery.
Arrcon deactivates Concealment.
Talent Concealment is ready to use.
Arrcon activates Concealment.
Talent Sheer Badassery is ready to use.
Arrcon uses Sheer Badassery.
Arrcon deactivates Concealment.
Arrcon deactivates Trained Reactions.
Arrcon deactivates Intuitive Shots.
