











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 21 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Laudoiu the halfling at level 18 on the 78th Regrowth 123rd year of Ascendancy at 21:30 4 / 1 |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 70 (base 48) |
| Constitution | 22 (base 13) |
| Magic | 15 (base 13) |
| Willpower | 17 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | 407/407 |
| Stamina | 178/178 |
| Paradox | 300 |
| Healing Factor | 1.29375 |
| Regeneration | 0.905625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 61 |
| Crit Chance | 45% |
| APR | 31 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +9% |
| Physical | +13% |
| Fire | +12% |
| Nature | +14% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 35 (53.536585365854%) |
| Defense | 43 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 11 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 23%( 70%) |
| Darkness | + 18%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 5% |
| Confusion Resistance | 10% |
| Disarm Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 319 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 384% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Concealment |
| talent | Chant of Fortress |
| talent | Intuitive Shots |
| talent | Secrets of the Eternals |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%. 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 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 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 Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glildarin the black crystal. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 25. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed wretchling eyeball. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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! | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Barkbane' (0 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +14 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% acid / +12% fire / +14% lightning / +20% cold Changes resistances penetration: +15% nature / +15% physical Disease immunity: +5% Cut immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +20% Knockback immunity: +15% Stamina each turn: +1.30 Maximum stamina: +31.00 A pair of boots made of leather. |
| Quiver | Growwilder (47/47, 47.5-66.5 power, 21 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 47.5 - 66.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +19.0% Capacity: 47 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 lightning Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 nature Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Scorchwrack the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +3% mind / +15% fire Changes resistances penetration: +5% fire Changes damage: +12% fire 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 | hardened leather cap 'Cracklesquall' (0 def, 3 armour) =Normal=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +6 Str / +6 Dex Changes resistances: +6% lightning Changes damage: +9% lightning Light radius: +3 A cap made of leather. |
| Tool | dwarven-steel torque of kinetic psionic shield 'Lighthue' [power 71] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes damage: +9% light It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 71 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +5 Con Rings can have magical properties. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | GreenscarPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +3% nature Changes damage: +6% nature Mental save: +6 (+3 eff.) Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 11 Travel Speed: instantaneous Description: Fire a steady shot, doing 157% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +31% Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
| Cloak | Arubeth (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Defense: +7 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +1 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Inventory
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Emelilaith (14 def, 4 armour) =Daikara=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Blindness immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Abyssreeve' (0 def, 1 armour) =For prodigy=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +6 Mag Changes resistances: +11% light / +10% darkness Changes damage: +3% fire A cap made of leather. |
Eilinyrin the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +14% light / +12% darkness Changes resistances penetration: +5% blight Critical mult.: +15.00% Physical save: +6 (+3 eff.) Disease immunity: +5% Confusion immunity: +15% A suit of armour made of leather. |
spiked hardened leather armour of lightning resistance (3 def, 6 armour) =Daikara=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +15% lightning A suit of armour made of leather. |
Kindlestrike the quiver of dragonbone arrows (21/21, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to blind On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Damage (Ranged): +32 fire / +21 bleed / +4 light Burst (radius 1) on hit: +12 light / +4 fire Burst (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 (64 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of clarity =Invis=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Light radius: +3 See stealth: +13 See invisible: +11 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 182 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 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. |
supercharged ash totem of cure ailments [power 2] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zamelai the Shalore Archer level 14
48th Dusk 122nd year of Ascendancy at 07:39 see stats
Exterminator
Killed 1000 creatures.By Zamelai the Shalore Archer level 16
4th Haze 122nd year of Ascendancy at 01:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zamelai the Shalore Archer level 20
30th Pyre 123rd year of Ascendancy at 08:59 see stats
Level 10
Got a character to level 10.By Zamelai the Shalore Archer level 10
15th Dusk 122nd year of Ascendancy at 06:07 see stats
Level 20
Got a character to level 20.By Zamelai the Shalore Archer level 20
30th Pyre 123rd year of Ascendancy at 07:06 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Zamelai the Shalore Archer level 18
1st Wintertide 123rd year of Ascendancy at 05:17 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zamelai the Shalore Archer level 17
20th Haze 122nd year of Ascendancy at 08:06 see stats
The Arena
Unlocked Arena mode.By Zamelai the Shalore Archer level 11
22nd Dusk 122nd year of Ascendancy at 23:38 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zamelai the Shalore Archer level 17
2nd Decay 122nd year of Ascendancy at 00:36 see stats
The secret city
Discovered the truth about mages.By Zamelai the Shalore Archer level 9
7th Dusk 122nd year of Ascendancy at 00:52 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Zamelai the Shalore Archer level 17
1st Decay 122nd year of Ascendancy at 14:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zamelai the Shalore Archer level 15
75th Dusk 122nd year of Ascendancy at 01:02 see stats
Log
Today is the 53rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:38.
There is an item here: Gloves of the Firm Hand (0 def, 8 armour)
Lore found: Gloves of the Firm Hand
You can read all your collected lore in the game menu, by pressing Escape.
There is an item here: Corpsebow
Lore found: Corpsebow
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
You transfer Kindlestrike the quiver of dragonbone arrows (21/21, 51.5-72.1 power, 18 apr) from the online item's vault.
Saving done.
Saving game...
You transfer The Untouchable (14 def, 12 armour) from the online item's vault.
Saving done.
New shimmer option unlocked: The Untouchable
Zamelai wears (replacing Eilinyrin the cured leather armour (2 def, 4 armour)): The Untouchable (14 def, 12 armour).
You gain 8.45 gold from the transmogrification of Strikeraze the quiver of ash arrows (23/23, 23.5-32.9 power, 7 apr).
Saving game...
Saving done.
Zamelai deactivates Chant of Fortress.
Zamelai deactivates Concealment.
Zamelai deactivates Intuitive Shots.
Zamelai deactivates Secrets of the Eternals.










































































