











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 28 / 83% |
| Size | small |
| Lifes / Deaths | Killed by elven blood mage at level 12 on the 8th Regrowth 123rd year of Ascendancy at 03:32 0 / 7Killed by Grand Corruptor at level 27 on the 29th Regrowth 125th year of Ascendancy at 23:30 Killed by elven blood mage at level 28 on the 32nd Pyre 125th year of Ascendancy at 18:11 Killed by elven blood mage at level 28 on the 32nd Pyre 125th year of Ascendancy at 20:29 Killed by skeleton warrior at level 28 on the 62nd Dusk 125th year of Ascendancy at 01:33 Killed by Isakira the tiger at level 28 on the 7th Haze 125th year of Ascendancy at 18:28 Killed by Lazkiss at level 28 on the 6th Allure 126th year of Ascendancy at 13:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 31) |
| Dexterity | 75 (base 56) |
| Constitution | 33 (base 20) |
| Magic | 24 (base 19) |
| Willpower | 32 (base 18) |
| Cunning | 33 (base 12) |
Resources
| Life | -991/753 |
| Psi | 127/132 |
| Stamina | 159/196 |
| Equilibrium | 30 |
| Healing Factor | 1.1699507389162 |
| Regeneration | 11.991995073891 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +59% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 60 |
| Crit Chance | 59% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +17% |
| All | +2% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +5% |
| Lightning | +8% |
| Darkness | +5% |
| Physical | +9% |
| Cold | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (38.536585365854%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 4.669446550417 |
| Physical Save | 49 |
| Spell Save | 42 |
| Mental Save | 45 |
Defense: Resistances
| Nature | + 24%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 32%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 18%( 70%) |
| Acid | + 18%( 70%) |
| Fire | + 27%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 803% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -512 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1698 life, 23 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| 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 347 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Skate |
| talent | Trained Reactions |
| talent | Antimagic Shield |
| beneficial effect | The target's luck and cunning combine to grant it 29% higher critical chance and 29 saves. Halflings's Luck |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 60%) Suffocating |
| beneficial effect | Keeps you from dying even if your life drops to -773 Heroism |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 29 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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 hall of reflections. The fortress's current energy level is: 1. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vampire lord fang. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 vial of squid ink. * You've found the needed vial of fire wyrm saliva. * '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 been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Gloombreak the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +4 Con Changes resistances penetration: +5% darkness Critical mult.: +20.00% Physical save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Maximum stamina: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of iron boots. |
| Quiver | quiver of ash arrows 'Glarepanic' (15/15, 30.5-42.7 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 15 On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 light Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +12 blight / +12 light Arrows are used with bows to pierce your foes to death. This object's appearance was changed to Quiver of Domination. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +53.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blindpride (7 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Changes resistances: +6% lightning / +18% cold / +20% light / +5% all Changes resistances penetration: +5% light Physical save: +10 (+3 eff.) Spell save: +15 (+5 eff.) A cap made of leather. This object's appearance was changed to Cloud Caller. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 2/25) : Effective talent level: 3.0 Power cost: 18 out of 2/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.11 cold and 12.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | noble's hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +2 Con Damage against: +18% Summoned Reduced damage from: +19% Summoned Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In main hand | stormbringer's yew longbow of dexterity (+6)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +24 lightning / +21 cold When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +8% lightning / +12% cold / +9% physical Movement speed: +39% Longbows are used to shoot arrows at your foes. This object's appearance was changed to River's Fury. |
| On hands | Garata (0 def, 4 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Life regen: +10.00 Stamina each turn: +0.60 Maximum life: +20.00 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Storm Bringer's Gauntlets. |
| Main armor | duelist's hardened leather armour (12 def, 11 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +5 Dex A suit of armour made of leather. This object's appearance was changed to Silk Current. |
| Cloak | cashmere cloak 'Nithad' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +3% blight / +16% cold Cut immunity: +10% Confusion immunity: +20% 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. This object's appearance was changed to cashmere cloak. |
| Around neck | Betanne the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Wil / +1 Cun Changes resistances: +14% fire / +19% cold Changes resistances penetration: +20% acid Spell save: +3 (+1 eff.) Amulets can have magical properties. |
Inventory
GorequellInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane / +9% mind Changes damage: +6% nature Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Pinning immunity: +20% Teleport immunity: +10% Rings can have magical properties. |
deadly quiver of yew arrows of accuracy (19/19, 41.5-58.1 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +14 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Falunarirand the Floeking (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +3% mind Spell save: +3 (+1 eff.) Poison immunity: +20% Knockback immunity: +20% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 90 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (1/2)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 Activation costs 182 power out of 241/400. 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) 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. |
Kyratar [power 255] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +24% acid / +6% darkness / +6% blight / +3% mind / +3% nature Cut immunity: +10% It can be used to blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Lazkiss the Halfling Archer level 27
66th Regrowth 125th year of Ascendancy at 01:15 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Lazkiss the Halfling Archer level 19
15th Pyre 124th year of Ascendancy at 09:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lazkiss the Halfling Archer level 11
2nd Decay 122nd year of Ascendancy at 14:04 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Lazkiss the Halfling Archer level 20
13rd Dusk 124th year of Ascendancy at 11:20 see stats
Exterminator
Killed 1000 creatures.By Lazkiss the Halfling Archer level 17
30th Dusk 123rd year of Ascendancy at 13:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lazkiss the Halfling Archer level 26
68th Dusk 124th year of Ascendancy at 14:33 see stats
Fool of a Took!
Killed oneself as a halfling.By Lazkiss the Halfling Archer level 28
6th Allure 126th year of Ascendancy at 13:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lazkiss the Halfling Archer level 28
1st Flare 125th year of Ascendancy at 23:55 see stats
Level 10
Got a character to level 10.By Lazkiss the Halfling Archer level 10
45th Haze 122nd year of Ascendancy at 17:08 see stats
Level 20
Got a character to level 20.By Lazkiss the Halfling Archer level 20
71st Pyre 124th year of Ascendancy at 03:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lazkiss the Halfling Archer level 16
7th Flare 123rd year of Ascendancy at 15:20 see stats
The secret city
Discovered the truth about mages.By Lazkiss the Halfling Archer level 18
44th Dusk 123rd year of Ascendancy at 04:56 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Lazkiss the Halfling Archer level 18
71st Dusk 123rd year of Ascendancy at 11:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lazkiss the Halfling Archer level 17
31st Dusk 123rd year of Ascendancy at 07:42 see stats
Log
You don't see how to get there...
Talent Infusion: Movement is ready to use.
Lazkiss uses Dream Walk.
Lazkiss uses Infusion: Movement.
Lazkiss is moving at extreme speed!
Lazkiss uses Infusion: Movement.
Lazkiss slows down.
Lazkiss is moving at extreme speed!
Lazkiss wears (replacing Kyratar [power 255] (14 cooldown)): Eye of the Dreaming One.
Lazkiss slows down.
Lazkiss uses Disengage.
Lazkiss uses Tumble.
You must have an empty space to roll to.
Lazkiss uses Luck of the Little Folk.
Lazkiss seems more aware.
Lazkiss uses Evasion.
You don't see how to get there...
New Achievement: Fool of a Took!!
Lazkiss stops regenerating health quickly.
Talent Concealment is ready to use.
Lazkiss the level 28 halfling archer suffocated to death on level 1 of Sandworm lair.
Lazkiss deactivates Skate.
Lazkiss deactivates Aim.
Lazkiss's awareness returns to normal.
Lazkiss deactivates Trained Reactions.
Lazkiss deactivates Intuitive Shots.
Lazkiss deactivates Antimagic Shield.
Lazkiss is no longer evading attacks.









































































