Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 20 / 93% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 25th Dusk 122nd year of Ascendancy at 23:56 2 / 4Killed by Iselaith the Guardian at level 20 on the 8th Decay 122nd year of Ascendancy at 19:15 Killed by Bethenn the Guardian at level 20 on the 9th Decay 122nd year of Ascendancy at 08:57 Killed by Sharmat at level 20 on the 9th Decay 122nd year of Ascendancy at 09:02 |
Primary Stats
Strength | 29 (base 20) |
Dexterity | 50 (base 43) |
Constitution | 36 (base 29) |
Magic | 13 (base 15) |
Willpower | 13 (base 10) |
Cunning | 36 (base 12) |
Resources
Life | 591/591 |
Stamina | 164/164 |
Healing Factor | 1.3979202340232 |
Regeneration | 0.34948005850581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -61.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 89 |
Accuracy | 47 |
Crit Chance | 13% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +11% |
Cold | +22% |
Arcane | +3% |
Fire | +3% |
Nature | +9% |
Offense: Damage Penetration
Arcane | +5% |
Lightning | +25% |
Mind | +5% |
Cold | +38% |
Defense: Base
Armour (hardiness) | 16 (69.687909656376%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 18 |
Mental Save | 24 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 24%( 70%) |
Physical | + 28%( 70%) |
Cold | + 65%( 70%) |
All | + 19%( 70%) |
Darkness | + 22%( 70%) |
Lightning | + 45%( 70%) |
Mind | + 22%( 70%) |
Fire | + 35%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Willpower stat. |
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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by degenerated skeleton warrior. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 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 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution 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 |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. * You've found the needed green worm. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | wanderer's pair of rough leather boots of disengagement (0 def, 1 armour) wanderer's pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Dex +5 Cun +1 Con ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +11 (+6 eff.) Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | deadly quiver of yew arrows of wind (14/18, 44-62 power, 10 apr) deadly quiver of yew arrows of wind (14/18, 44-62 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +49.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Xerumira (15 def, 6 armour) Xerumira (15 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +6 Defense +15 (+4 eff.) Fatigue +4% Resists +6% blight +3% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Earyrozor the Quenchsage (dig speed 37 turns) Earyrozor the Quenchsage (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% cold +6% nature +3% arcane Res.pen +5% arcane +5% cold ----- def ----- Resists +12% cold +11% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's steel ring rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
On fingers | Rainedge Rainedge0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% physical Res.pen +25% cold Melee Ret 8 lightning ----- def ----- Defense +5 (+1 eff.) Resists +6% cold +11% physical Rings make your fingers look great! |
Around waist | Nimbusraven Nimbusraven1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% fire Res.pen +5% mind Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +15% lightning Max.HP +41.00 A belt that goes around your waist. |
In main hand | mage-hunter's elm longbow of dampening mage-hunter's elm longbow of dampening4.0 T1 longbow 2H weapon [Ego+] Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +9 (+4 eff.) On Hit (Ranged): * 8 arcane resource burn ----- def ----- Resists +11% acid +11% lightning +12% cold +14% fire +5% all Spell.save +8 (+5 eff.) ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
On hands | rough leather gloves of archery (0 def, 1 armour) rough leather gloves of archery (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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 | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Boltsweeper the cashmere cloak (2 def, 8 armour) Boltsweeper the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +25% lightning ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +6% lightning +12% cold +6% fire Heal.mod +5% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous copper amulet of murder serendipitous copper amulet of murder0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Lck dps ---------- Crit.mult +11.00% Acc +13 (+5 eff.) Apr +11 ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
Inventory
healing infusion (heal 44; cd 11) healing infusion (heal 44; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune (range 20; cd 14) teleportation rune (range 20; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
dwarven-steel battleaxe 'Dayquench' (33-50 power, 2 apr) dwarven-steel battleaxe 'Dayquench' (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 light On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +15% light Res.pen +5% lightning Acc +12 (+4 eff.) ----- def ----- Defense +12 (+3 eff.) Resists +9% fire Disarm- +29% Massive two-handed battleaxes. |
vined mindstar (5-6 power, 18 apr, nature damage) vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew vilestaff (20-24 power, 4 apr, blight element) yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layoseminor the Pyreterror (0 def, 4 armour) Layoseminor the Pyreterror (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +4 Dex +4 Mag dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Silence- +24% Confus- +29% Stun/Frz- +31% ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Gleampiety the dwarven-steel plate armour (0 def, 11 armour) Gleampiety the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +15.00% Res.pen +25% physical ----- def ----- Armour +11 Fatigue +22% Resists +10% acid +8% physical +6% light +8% fire +8% lightning +8% cold Disarm- +28% Stun/Frz- +28% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 82 block) dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Betedama the Shimmermight (56/56, 32-46 power, 10 apr) Betedama the Shimmermight (56/56, 32-46 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 56 Ranged+ +20 temporal On Crit.r2 +8 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Frigidhunt the quiver of yew arrows (24/24, 31-43 power, 10 apr) Frigidhunt the quiver of yew arrows (24/24, 31-43 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 24 Proj.spd +200% Ranged+ +20 cold On Hit.r1 +12 light On Crit.r2 +20 cold Arrows are used with bows to pierce your foes to death. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
ash totem of stinging [power 182] (15 cooldown) ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 37] (20 cooldown) yew totem of thorny skin [power 37] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Sharmat the Thalore Archer level 17
17th Haze 122nd year of Ascendancy at 10:15 see stats
By Sharmat the Thalore Archer level 19
40th Haze 122nd year of Ascendancy at 04:18 see stats
By Sharmat the Thalore Archer level 19
40th Haze 122nd year of Ascendancy at 01:54 see stats
By Sharmat the Thalore Archer level 10
20th Dusk 122nd year of Ascendancy at 23:31 see stats
By Sharmat the Thalore Archer level 20
40th Haze 122nd year of Ascendancy at 11:16 see stats
By Sharmat the Thalore Archer level 17
57th Dusk 122nd year of Ascendancy at 21:48 see stats
By Sharmat the Thalore Archer level 20
9th Decay 122nd year of Ascendancy at 09:02 see stats
Log
Bethenn the Guardian resists the knockback!
Sharmat's Headshot hits Bethenn the Guardian for 115 physical, 0 arcane, 128 physical (244 total damage).
Bethenn the Guardian uses Block.
Sharmat shoots!
Shards of metal explode from Bethenn the Guardian's shield!
Sharmat starts to bleed.
Sharmat's Shoot hits Bethenn the Guardian for (48 blocked), 0 physical, 0 arcane (0 total damage).
Bethenn the Guardian hits Sharmat for 26 physical damage.
Bethenn the Guardian uses Shield Pummel.
Sharmat's armor corrodes!
Bethenn the Guardian performs a melee critical strike against Sharmat!
Sharmat is stunned!
Sharmat HEALS from acid damage!
Melee retaliation hits Bethenn the Guardian for 7 lightning, 4 physical, 4 fire, 10 cold, 7 lightning, 4 physical, 4 fire, 10 cold (49 total damage).
Bethenn the Guardian hits Sharmat for 140 physical, 7 acid, 3 healing, 329 physical (475 total damage) [3 healing].
Sharmat the level 20 thalore archer was bludgeoned to death by Bethenn the Guardian on level 1 of Ruined Dungeon.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bethenn the Guardian killed Sharmat!
Melee retaliation killed Bethenn the Guardian!
Saving game...
Saving done.
Talent Scatter Shot is ready to use.
Talent Pin Down is ready to use.
Talent Headshot is ready to use.
Talent Steady Shot is ready to use.
Personal New Achievement: Utterly Destroyed!