Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Archer |
Level / Exp | 9 / 45% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 9 on the 1st Acquisition 122nd year of Ascendancy at 04:31 / 1 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 31 (base 33) |
Constitution | 16 (base 10) |
Magic | 13 (base 10) |
Willpower | 16 (base 10) |
Cunning | 25 (base 21) |
Resources
Life | -11/273 |
Stamina | 99/139 |
Healing Factor | 1.1645771506545 |
Regeneration | 2.6202985889726 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 27.108545491274 |
Offense: Mainhand
Damage | 48 |
Accuracy | 31 |
Crit Chance | 8% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Light | +6% |
Cold | +15% |
Lightning | +16% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Defense: Base
Armour (hardiness) | 16 (49.007671158813%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 10 |
Mental Save | 14 |
Defense: Resistances
Nature | + 15%( 70%) |
Acid | + 32%( 70%) |
Light | + 10%( 70%) |
Cold | + 31%( 70%) |
Mind | + 10%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Quiver | deadly pouch of iron shots of wind (4/11, 20-25 power, 1 apr) deadly pouch of iron shots of wind (4/11, 20-25 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 11 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Shots are used with slings to pummel your foes to death. |
Light source | Cloudoozer Cloudoozer2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% lightning Res.pen +20% nature ----- def ----- Resists +3% lightning Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Invis +3 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 | rough leather cap 'Huruyon' (0 def, 1 armour) rough leather cap 'Huruyon' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
Tool | focusing iron torque of gale force [power 100] (11/15 cooldown) focusing iron torque of gale force [power 100] (11/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Mydugrim the copper ring Mydugrim the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +10% lightning +3% acid ----- def ----- Resists +20% lightning ---------- misc Max.psi +50.00 Rings make your fingers look great! |
Around neck | Porolaith the Cystpiety Porolaith the Cystpiety0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Fatigue -5% Resists +6% nature HP.reg +2.00 Amulets make your neck look great! |
In main hand | Arariarin Arariarin4.0 T1 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +12 arcane While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Phasing +10% ----- def ----- Crit.chn- 15.00% ---------- misc Mana/s.crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Taintsmasher the rough leather belt Taintsmasher the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag +3 Wil +4 Cun dps ---------- Against +16% Summoned Melee Ret 6 nature ----- def ----- Resists +3% light +3% lightning D.Red.from +15% Summoned A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Ce'Nuwe the Healwake (1 def, 6 armour) Ce'Nuwe the Healwake (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +3% mind Melee Ret 8 acid ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% nature +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe 'Glittercutter' (0 def, 0 armour) linen robe 'Glittercutter' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +6% light +3% mind ----- def ----- Resists +27% acid +3% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
iron waraxe (12-16 power, 2 apr) iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Jetbutcher (0 def, 3 armour) Jetbutcher (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight +6% darkness Res.pen +25% temporal ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightbrawn the pair of rough leather boots (0 def, 1 armour) Nightbrawn the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% mind Melee Ret 2 darkness 6 fire ----- def ----- Armour +1 Resists +7% fire +6% cold ---------- misc Psi/ret +0.04 A pair of boots made of leather. |
Flamewrack (10-12 power, 2 apr, blight element) Flamewrack (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+7 eff.) Dmg.mod +13% blight +3% fire Acc +5 (+2 eff.) ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Issagrim the Pitchwhisper (0 def, 1 armour) Issagrim the Pitchwhisper (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +5% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +1 Resists +3% cold +3% darkness +3% temporal Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd 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. A pair of boots made of leather. |
arcing iron waraxe of massacre (16-23 power, 2 apr) arcing iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
Islyritira the Squalorborn (0 def, 1 armour) Islyritira the Squalorborn (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% acid +3% nature Res.pen +5% acid Apr +5 Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +12% fire A cap made of leather. |
Earodofast the Tempestswift (0 def, 5 armour) Earodofast the Tempestswift (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Glarevagrant the rough leather belt Glarevagrant the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Apr +2 ----- def ----- Resists +6% light +6% darkness Spell.save +6 (+6 eff.) ---------- misc Light +1 A belt that goes around your waist. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
117 alchemist agate 117 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +7% all Mind.save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
rough leather sling of acid rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
iron torque of mindblast [power 105] (11/15 cooldown) iron torque of mindblast [power 105] (11/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
thought-forged pouch of iron shots (13/13, 14-17 power, 1 apr) thought-forged pouch of iron shots (13/13, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Psionic Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 13 Rld cld 6 Ranged+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 17 Shots are used with slings to pummel your foes to death. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
elm longbow elm longbow4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
rough leather sling rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (19/19, 16-19 power, 1 apr) pouch of iron shots (19/19, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Achievements
By Irontoe the Dwarf Archer level 6
18th Voratun 122nd year of Ascendancy at 18:34 see stats
Log
Irontoe uses Infusion: Regeneration.
Irontoe starts regenerating health quickly.
Forest Troll Hedge-Wizard misses Irontoe.
Irontoe shoots!
Forest Troll Hedge-Wizard reflects damage back to Irontoe!
Irontoe's Shoot hits Forest Troll Hedge-Wizard for (77 absorbed), 9 physical, (10 absorbed), 1 arcane (10 total damage).
Forest Troll Hedge-Wizard hits Irontoe for 77 reflected, 10 reflected (87 total damage).
Forest Troll Hedge-Wizard misses Irontoe.
Large white snake misses Irontoe.
Irontoe uses Headshot.
Forest Troll Hedge-Wizard reflects damage back to Irontoe!
Irontoe's Headshot hits Forest Troll Hedge-Wizard for (89 absorbed), 10 physical, (10 absorbed), 1 arcane (11 total damage).
Forest Troll Hedge-Wizard hits Irontoe for 89 reflected, 10 reflected (99 total damage).
Forest Troll Hedge-Wizard misses Irontoe.
Large white snake misses Irontoe.
Talent Pin Down is ready to use.
Irontoe uses Pin Down.
Forest Troll Hedge-Wizard is pinned to the ground.
Forest Troll Hedge-Wizard reflects damage back to Irontoe!
Irontoe's Pin Down hits Forest Troll Hedge-Wizard for (51 absorbed), 6 physical, (10 absorbed), 1 arcane (7 total damage).
Forest Troll Hedge-Wizard hits Irontoe for 51 reflected, 10 reflected (61 total damage).
Irontoe repels an attack from Large white snake.
Irontoe's Intuitive Shots hits Large white snake for 25 physical, 12 arcane (37 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard hits Irontoe for 89 arcane damage.
Irontoe the level 9 dwarf archer was energised to death by Forest Troll Hedge-Wizard on level 1 of Trollmire.