Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 24 / 8% |
Size | medium |
Lifes / Deaths | Killed by ultimate gwelgoroth at level 17 on the 7th Mirth 122nd year of Ascendancy at 07:24 / 2Killed by armoured skeleton warrior at level 24 on the 3rd Flare 122nd year of Ascendancy at 02:17 |
Primary Stats
Strength | 15.5 (base 12) |
Dexterity | 54.5 (base 47) |
Constitution | 8.5 (base 10) |
Magic | 14 (base 10) |
Willpower | 18 (base 10) |
Cunning | 40 (base 37) |
Resources
Life | -57/432 |
Mana | 268/278 |
Stamina | 147/194 |
Healing Factor | 1.3873949579832 |
Regeneration | 21.43525210084 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 41.029297776136 |
See Invisible | 41.029297776136 |
Offense: Mainhand
Damage | 74 |
Accuracy | 58 |
Crit Chance | 16% |
APR | 1 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 12% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (38.536585365854%) |
Defense | 54 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
All | + 31%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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 |
| 1/5 |
Technique / Agility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Effects
talent | Trained Reactions |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target is out of phase with reality, increasing defense by 21, resist all by 17%, and reducing the duration of detrimental timed effects by 18%. Out of Phase |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 6. Illness |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target has 30% chance to evade melee and ranged attacks and gains 20 defense. Evasion |
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 |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 12% of the way to your next Rank. You have killed: 12 Uniques 3 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
Equipment
On feet | Abyssmaster (3 def, 1 armour) Abyssmaster (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Lck / +4 Dex Changes resistances: +3% blight / +3% nature / +6% light Changes resistances penetration: +5% fire Changes damage: +9% fire Stealth bonus: +6 Spell save: +12 (+6 eff.) A pair of boots made of leather. |
Quiver | Scorchbearer the pouch of iron shots (5/13, 19-22.8 power, 1 apr) Scorchbearer the pouch of iron shots (5/13, 19-22.8 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Damage (Ranged): +16 mind / +4 fire Burst (radius 1) on hit: +6 nature slow / +8 mind / +4 fire Burst (radius 2) on crit: +4 mind / +8 nature slow Shots are used with slings to pummel 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 (66 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Growthpyre (0 def, 1 armour) Growthpyre (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 darkness / 20 nature Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% nature A cap made of leather. |
Tool | elm wand of clairvoyance 'Burnparry' [power 9] (6/5 cooldown) elm wand of clairvoyance 'Burnparry' [power 9] (6/5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +3% fire Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% It can be used to reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | psionicist's copper ring of lightning (+20%) psionicist's copper ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 (+3 eff.) 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 | Rainwell the rough leather sling Rainwell the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Changes stats: +1 Str Changes resistances penetration: +10% physical Changes damage: +15% physical Slings are used to hurl stones or metal shots at your foes. |
On hands | Arinne the rough leather gloves (0 def, 1 armour) Arinne the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str / +2 Cun Changes resistances: +5% arcane Critical mult.: +5.00% Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | linen robe 'Kador' (6 def, 2 armour) linen robe 'Kador' (6 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes resistances: +11% temporal Changes resistances penetration: +21% physical / +6% temporal Changes damage: +10% physical / +17% temporal Life regen: +0.20 Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum stamina: +15.00 Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Alolach (10 def, 0 armour) Alolach (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight / 4 temporal Changes stats: +2 Wil / +2 Mag Changes resistances: +13% darkness / +15% temporal Changes damage: +3% blight / +3% temporal Physical save: +8 (+5 eff.) Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Navor the copper amulet Navor the copper amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +7 Dex / +1 Cun / +1 Con Changes resistances: +3% acid / +6% light / +5% arcane 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: 14 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the duelist (heal 393 over 5 turns)regeneration infusion of the duelist (heal 393 over 5 turns) 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Dexterity stat. 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. |
Chargeumbra the linen cloak (1 def, 0 armour) Chargeumbra the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Wil / +2 Mag Grants telepathy: Demon/Minor Demon/Major Critical mult.: +13.00% Stealth bonus: +6 Psi when hit: +0.08 Maximum psi: +40.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerothra (0 def, 1 armour) Nerothra (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Mag / +3 Wil / +3 Con Changes damage: +3% acid / +9% blight Stamina each turn: +0.30 Mana when firing critical spell: +6.00 Maximum mana: +20.00 Maximum stamina: +14.00 It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. polar hardened leather gloves of dexterity (+4) (0 def, 2 armour)polar hardened leather gloves of dexterity (+4) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 5 cold Changes stats: +4 Dex Changes resistances: +8% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% nature / +5% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of cold resistance (3 def, 8 armour)dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% cold A suit of armour made of mail. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (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 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
Barytochak (4 def, 8 armour, 9-10.8 power, 20 block) Barytochak (4 def, 8 armour, 9-10.8 power, 20 block)Requires: - Dexterity 11 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +17% cold Talent granted: +1 Block Poison immunity: +15% Cut immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Handheld deflection devices. |
quiver of elm arrows 'Bokath' (12/12, 13.5-18.9 power, 5 apr) quiver of elm arrows 'Bokath' (12/12, 13.5-18.9 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Str, 70% Dex Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +12.0% Capacity: 12 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Ranged): +4 temporal Burst (radius 1) on hit: +4 temporal / +12 mind / +17 fire Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
71 alchemist agate 71 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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 after 40 turns, costing 162 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 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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (18/18, 30-36 power, 3 apr)pouch of dwarven-steel shots (18/18, 30-36 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
5 citrine 5 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. |
5 zircon 5 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. |
Achievements
By Trappa the Cornac Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Trappa the Cornac Archer level 20
2nd Flare 122nd year of Ascendancy at 17:37 see stats
By Trappa the Cornac Archer level 14
1st Mirth 122nd year of Ascendancy at 22:27 see stats
By Trappa the Cornac Archer level 17
7th Mirth 122nd year of Ascendancy at 07:24 see stats
Log
Trappa uses Tumble.
Trappa uses Evasion.
Trappa tries to evade attacks.
Trappa uses Infusion: Wild.
Trappa is not stunned anymore.
Trappa is cured!
Trappa lessens the pain.
Trappa is out of phase.
Trappa uses Alolach!
Armoured skeleton warrior casts Rune: Biting Gale.
Trappa is encased in ice!
Armoured skeleton warrior hits Trappa for 50 cold damage.
Talent Disengage is ready to use.
Talent Fragmentation Shot is ready to use.
Talent Infusion: Regeneration is ready to use.
Trappa uses Infusion: Regeneration.
Trappa starts regenerating health quickly.
Xanata the orc necromancer calms down.
Armoured skeleton warrior speeds up.
Armoured skeleton warrior performs a melee critical strike against Trappa!
Trappa hits Iceblock for 4 darkness, 15 blight, 19 nature, 5 temporal (40 total damage).
Armoured skeleton warrior hits Trappa for (47 to ice), 70 physical (70 total damage).
Talent Steady Shot is ready to use.
Trappa forces the iceblock to shatter.
Trappa is free from the ice.
Trappa hits Iceblock for 22 physical, 10 arcane, 17 blight, 22 nature, 5 temporal (74 total damage).
Armoured skeleton warrior casts Rune: Lightning.
Saving game...