













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 27 / 89% |
Size | medium |
Lifes / Deaths | Killed by Adawyn the rattlesnake at level 17 on the 4th Haze 122nd year of Ascendancy at 17:20 / 15Killed by Bolonnh the thalore at level 18 on the 4th Decay 122nd year of Ascendancy at 22:39 Killed by Bolonnh the thalore at level 18 on the 4th Decay 122nd year of Ascendancy at 22:46 Killed by Glinn the bandit at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 21:57 Killed by Rolaope the dwarf at level 20 on the 15th Regrowth 123rd year of Ascendancy at 12:04 Killed by Weirdling Beast at level 24 on the 57th Regrowth 123rd year of Ascendancy at 07:38 Killed by Weirdling Beast at level 24 on the 57th Regrowth 123rd year of Ascendancy at 08:34 Killed by Weirdling Beast at level 24 on the 57th Regrowth 123rd year of Ascendancy at 11:01 Killed by Dergroma the dwarf at level 24 on the 61st Regrowth 123rd year of Ascendancy at 03:19 Killed by Emevena the elven guard at level 26 on the 9th Pyre 123rd year of Ascendancy at 01:13 Killed by Lisadheda the elven warrior at level 26 on the 9th Pyre 123rd year of Ascendancy at 03:10 Killed by ritch flamespitter at level 26 on the 10th Pyre 123rd year of Ascendancy at 14:21 Killed by Elutta the umbral horror at level 26 on the 46th Pyre 123rd year of Ascendancy at 19:25 Killed by Layelaith the forest wight at level 27 on the 48th Pyre 123rd year of Ascendancy at 11:26 Killed by weaver matriarch at level 27 on the 48th Pyre 123rd year of Ascendancy at 13:48 |
Primary Stats
Strength | 38 (base 12) |
Dexterity | 85 (base 58) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 24 (base 16) |
Cunning | 74 (base 47) |
Resources
Life | 754/754 |
Stamina | 153/153 |
Healing Factor | 1.1891526171257 |
Regeneration | 10.999661708413 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 8 |
Infravision | 9 |
See Stealth | 66.665011327408 |
See Invisible | 65.665011327408 |
Offense: Mainhand
Damage | 133 |
Accuracy | 73 |
Crit Chance | 40% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Physical | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
All | 0% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 26 (53.292302510663%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 11 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 26%( 70%) |
Physical | + 2%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Acid | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 12% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 380 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Chant of Fortitude |
talent | Trained Reactions |
talent | Concealment |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 54%. 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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 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 Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 has completed an elixir of the fox without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances penetration: +7% physical Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 20 On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 mind / +12 cold Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +16 cold Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +29% Confusion immunity: +12% Light radius: +8 See stealth: +10 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +7 Str / +7 Dex / +6 Cun Changes resistances penetration: +10% temporal Mindpower: +30 (+10 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 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 379.2 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +7.00 Maximum life: +40.00 Mindpower: +7 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +26% lightning / +3% acid Changes damage: +13% lightning Blindness immunity: +20% Cut immunity: +20% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 4 physical Changes stats: +1 Str Only die when reaching: -60.00 life Maximum life: +32.00 Infravision radius: +2 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +2 Changes stats: +4 Str / +7 Dex / +8 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 5.9 Power cost: 20 out of 20/20. Range: 12 Travel Speed: instantaneous Description: Fire a steady shot, doing 187% damage with a 38% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical Changes stats: +3 Cun Changes resistances: +17% acid / +2% physical / +5% arcane Changes damage: +21% physical A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -5% Damage when hit (Melee): 10 physical Changes resistances: +3% blight / +5% arcane Life regen: +2.00 Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +6% cold Changes resistances penetration: +10% cold Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +64.00 Maximum stamina: +16.00 Maximum hate: +2.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness Changes stats: +5 Str / +3 Dex Changes resistances: +3% light / +6% nature Physical save: +3 (+2 eff.) Blindness immunity: +20% Disarm immunity: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 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 379.2 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+5 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex Changes resistances: +6% mind Physical save: +10 (+5 eff.) Mental save: +18 (+9 eff.) A suit of armour made of leather. |
![]() Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 ThiccThighs the Skeleton Archer level 25
63rd Regrowth 123rd year of Ascendancy at 03:24 see stats
By ThiccThighs the Skeleton Archer level 10
5th Flare 122nd year of Ascendancy at 13:52 see stats
By ThiccThighs the Skeleton Archer level 19
6th Allure 123rd year of Ascendancy at 04:45 see stats
By ThiccThighs the Skeleton Archer level 10
5th Flare 122nd year of Ascendancy at 13:50 see stats
By ThiccThighs the Skeleton Archer level 20
6th Regrowth 123rd year of Ascendancy at 00:16 see stats
By ThiccThighs the Skeleton Archer level 26
46th Pyre 123rd year of Ascendancy at 11:29 see stats
By ThiccThighs the Skeleton Archer level 24
56th Regrowth 123rd year of Ascendancy at 10:50 see stats
By ThiccThighs the Skeleton Archer level 9
1st Summertide 122nd year of Ascendancy at 20:06 see stats
By ThiccThighs the Skeleton Archer level 5
4th Mirth 122nd year of Ascendancy at 14:19 see stats
By ThiccThighs the Skeleton Archer level 22
50th Regrowth 123rd year of Ascendancy at 00:16 see stats
By ThiccThighs the Skeleton Archer level 16
65th Dusk 122nd year of Ascendancy at 08:42 see stats
Log
You gain 18.65 gold from the transmogrification of quiver of elm arrows 'Rainflash' (14/14, 14-20 power, 5 apr).
You gain 1.00 gold from the transmogrification of Wrathroot's Barkwood (9 def, 10 armour, 60 block).
You gain 17.99 gold from the transmogrification of Glorissra the steel plate armour (0 def, 21 armour).
You gain 12.39 gold from the transmogrification of enlightening hardened leather armour of the wind (14 def, 6 armour).
You gain 4.95 gold from the transmogrification of duelist's hardened leather armour (14 def, 11 armour).
You gain 5.94 gold from the transmogrification of radiant steel mail armour of command (9 def, 11 armour).
You gain 2.18 gold from the transmogrification of cleansing steel mail armour of resilience (2 def, 6 armour).
You gain 9.81 gold from the transmogrification of Unrorain (4 def, 8 armour).
You gain 20.10 gold from the transmogrification of Xeryna the Mireweeper (0 def, 3 armour).
You gain 1.21 gold from the transmogrification of storm voratun gauntlets (0 def, 3 armour).
You gain 4.76 gold from the transmogrification of alchemist's hardened leather gloves of magic (+6) (0 def, 2 armour).
You gain 5.30 gold from the transmogrification of dreamer's woollen robe of power (0 def, 0 armour).
You gain 2.23 gold from the transmogrification of thick linen cloak of battle (1 def, 6 armour).
You gain 2.50 gold from the transmogrification of Skullcleaver (20-28 power, 4 apr).
You gain 2.82 gold from the transmogrification of shimmering elm starstaff of fate (10-12 power, 2 apr, temporal element).
You gain 15.03 gold from the transmogrification of Deepshunter (20-24 power, 4 apr, cold element).
You gain 12.96 gold from the transmogrification of Emelyremina (4-5 power, 18 apr, nature damage).
You gain 5.29 gold from the transmogrification of warbringer's dwarven-steel mace (27-38 power, 4 apr).
You gain 19.86 gold from the transmogrification of Smolderstrike the steel mace (15-21 power, 3 apr).
You gain 4.96 gold from the transmogrification of balanced dwarven-steel greatsword of erosion (36-58 power, 2 apr).
You gain 15.89 gold from the transmogrification of Porevea the Boltravage (16-20 power, 7 apr).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 44; blocks 1; dur 4; cd 15).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 22).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; mental; dur 2; cd 15).
You gain 2.02 gold from the transmogrification of movement infusion of the titan (speed 554%; cd 8).
You gain 0.71 gold from the transmogrification of healing infusion (heal 73; cd 13).
You gain 0.64 gold from the transmogrification of healing infusion (heal 48; cd 14).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.