Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 31 / 62% |
Size | medium |
Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:18 3 / 3Killed by Aeroriarin the vampire at level 27 on the 1st Regrowth 123rd year of Ascendancy at 19:07 Killed by Grand Corruptor at level 29 on the 1st Pyre 123rd year of Ascendancy at 19:03 |
Primary Stats
Strength | 34 (base 26) |
Dexterity | 78 (base 60) |
Constitution | 66 (base 60) |
Magic | 14 (base 10) |
Willpower | 21 (base 10) |
Cunning | 36 (base 29) |
Resources
Life | 968/994 |
Positive | 93/120 |
Stamina | 93/126 |
Healing Factor | 2.2759322033899 |
Regeneration | 22.283053838379 |
Speed
Mental | -1.7763568394003E-13% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 56.100507968842 |
See Invisible | 56.100507968842 |
Offense: Mainhand
Damage | 119 |
Accuracy | 81 |
Crit Chance | 37% |
APR | 34 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 21 (70.376569037657%) |
Defense | 55 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 24 |
Mental Save | 28 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 113 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Incendiary Ammunition |
talent | Chant of Fortitude |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 unlocked the training room. * 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: 87. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of hardened leather boots 'Blindwrack' (0 def, 3 armour) pair of hardened leather boots 'Blindwrack' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +15% fire Changes damage: +12% darkness / +6% fire Maximum encumbrance: +20 Physical save: +8 (+2 eff.) A pair of boots made of leather. |
Quiver | Ivarelaith the Cobrahunger (21/21, 38-53.2 power, 15 apr) Ivarelaith the Cobrahunger (21/21, 38-53.2 power, 15 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 38.0 - 53.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +8.0% Capacity: 21 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Damage (Ranged): +8 nature / +15 bleed Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 physical Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Poruyamira' (1 def, 0 armour) linen wizard hat 'Poruyamira' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Dex Physical save: +30 (+7 eff.) Mana each turn: +0.12 Spellpower: +3 (+3 eff.) Spell crit. chance: +3% Healing mod.: +30% A pointy cloth hat, very wizardly... |
Tool | dwarven dwarven-steel pickaxe (dig speed 24 turns) dwarven dwarven-steel pickaxe (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +10 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+4 eff.) Maximum life: +48.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Coalwaker the gold ring Coalwaker the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +4 Defense: +7 (+2 eff.) Changes resistances: +24% nature Changes resistances penetration: +10% darkness Changes damage: +12% nature Disease immunity: +15% Silence immunity: +15% Knockback immunity: +5% Life regen: +1.10 Maximum life: +53.00 Healing mod.: +12% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | steel ring 'Pyreblack' steel ring 'Pyreblack'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +4 Dex Changes resistances: +21% fire Changes resistances penetration: +25% fire Changes damage: +6% blight 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 | thunderous yew longbow of acid thunderous yew longbow of acidRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 9% chance to daze at end of turn Damage (Ranged): +14 acid When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
On hands | Hettysus (0 def, 2 armour) Hettysus (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +4 Dex / +3 Cun Changes resistances: +9% blight Changes resistances penetration: +10% physical Talent cooldown: Double Strike (-1 turn) Physical save: +38 (+9 eff.) Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Rhykor the drakeskin leather armour (23 def, 8 armour) Rhykor the drakeskin leather armour (23 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +23 (+7 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% lightning / +1% physical / +3% cold Critical mult.: +14.00% Knockback immunity: +5% Stamina each turn: +1.20 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 76 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This item has been sent to the Item's Vault. |
Cloak | shadow cashmere cloak of the hunter (2 def, 0 armour) shadow cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +10% darkness Changes resistances penetration: +7% darkness Changes damage: +11% darkness Stealth bonus: +11 Maximum life: +52.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating steel amulet of dexterity (+4) insulating steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
Inventory
Arcwhisper ArcwhisperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 lightning Changes stats: +4 Cun Changes resistances: +6% acid / +9% temporal / +5% arcane / +6% lightning Changes damage: +6% lightning Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Amulets can have magical properties. |
Prismstalker the gold ring Prismstalker the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +6 Dex / +1 Wil / +11 Cun Changes resistances: +3% light Changes damage: +3% mind Maximum encumbrance: +20 Mental save: +20 (+10 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
marksman's steel ring of frost (+26%) marksman's steel ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+11 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 655 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Rotshine' (dig speed 29 turns) iron pickaxe 'Rotshine' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +4 Wil Changes resistances: +3% nature Changes damage: +6% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 66 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3) Rod of Recall (2/3)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 133 power out of 339/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Ears the Shalore Archer level 23
76th Haze 122nd year of Ascendancy at 19:04 see stats
By Ears the Shalore Archer level 31
61st Pyre 123rd year of Ascendancy at 07:28 see stats
By Ears the Shalore Archer level 28
1st Pyre 123rd year of Ascendancy at 05:44 see stats
By Ears the Shalore Archer level 12
22nd Dusk 122nd year of Ascendancy at 05:12 see stats
By Ears the Shalore Archer level 19
29th Haze 122nd year of Ascendancy at 08:04 see stats
By Ears the Shalore Archer level 16
67th Dusk 122nd year of Ascendancy at 11:54 see stats
By Ears the Shalore Archer level 23
80th Haze 122nd year of Ascendancy at 14:03 see stats
By Ears the Shalore Archer level 23
76th Haze 122nd year of Ascendancy at 18:31 see stats
By Ears the Shalore Archer level 10
4th Flare 122nd year of Ascendancy at 21:37 see stats
By Ears the Shalore Archer level 20
46th Haze 122nd year of Ascendancy at 06:00 see stats
By Ears the Shalore Archer level 30
58th Pyre 123rd year of Ascendancy at 19:01 see stats
By Ears the Shalore Archer level 11
9th Flare 122nd year of Ascendancy at 22:22 see stats
By Ears the Shalore Archer level 20
46th Haze 122nd year of Ascendancy at 17:34 see stats
By Ears the Shalore Archer level 9
1st Summertide 122nd year of Ascendancy at 15:39 see stats
By Ears the Shalore Archer level 23
76th Haze 122nd year of Ascendancy at 19:04 see stats
By Ears the Shalore Archer level 13
50th Dusk 122nd year of Ascendancy at 07:37 see stats
By Ears the Shalore Archer level 14
53rd Dusk 122nd year of Ascendancy at 08:37 see stats
By Ears the Shalore Archer level 19
31st Haze 122nd year of Ascendancy at 04:19 see stats
By Ears the Shalore Archer level 25
3rd Allure 123rd year of Ascendancy at 21:33 see stats
By Ears the Shalore Archer level 16
68th Dusk 122nd year of Ascendancy at 10:15 see stats
By Ears the Shalore Archer level 30
61st Pyre 123rd year of Ascendancy at 04:30 see stats
By Ears the Shalore Archer level 29
31st Pyre 123rd year of Ascendancy at 17:27 see stats
Log
Ears picks up (q.): pouch of stralite shots of corruption (20/20, 44-52.8 power, 5 apr).
Ears picks up (k.): dwarven dwarven-steel pickaxe (dig speed 24 turns).
Ears picks up (f.): stralite longsword of torment (31-43.4 power, 5 apr).
Burning from Ukruk the Fierce hits Ears for 20 fire damage.
Ears stops burning.
There is an exit to the worldmap here (press '' or right click to use).
Talent Disengage is ready to use.
Talent Trueshot is ready to use.
Talent Dig is ready to use.
Ears wears (replacing iron pickaxe 'Rotshine' (dig speed 29 turns)): dwarven dwarven-steel pickaxe (dig speed 24 turns).
You gain 0.45 gold from the transmogrification of natural elven-wood totem of cure ailments [power 3] (7 cooldown).
You gain 3.45 gold from the transmogrification of pouch of stralite shots of corruption (20/20, 44-52.8 power, 5 apr).
You gain 5.00 gold from the transmogrification of Quiver of Domination (16/20, 24-33.6 power, 8 apr).
You gain 7.56 gold from the transmogrification of wintry stralite shield of crushing (10 def, 2 armour, 138.5 block).
You gain 3.31 gold from the transmogrification of mighty hardened leather sling of fire.
You gain 3.40 gold from the transmogrification of stralite longsword of torment (31-43.4 power, 5 apr).
You gain 1.00 gold from the transmogrification of wild infusion (resist 14%; cure magical).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Ears deactivates Aim.
Ears deactivates Chant of Fortitude.
Ears deactivates Incendiary Ammunition.
Ears deactivates Intuitive Shots.
Ears deactivates Trained Reactions.