











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 38 / 30% |
| Size | big |
| Lifes / Deaths | Killed by faerlhing at level 10 on the 10th Dusk 122nd year of Ascendancy at 21:45 / 31Killed by faerlhing at level 10 on the 10th Dusk 122nd year of Ascendancy at 22:48 Killed by Glorirawe the skeleton warrior at level 13 on the 35th Dusk 122nd year of Ascendancy at 20:58 Killed by Glorirawe the skeleton warrior at level 13 on the 35th Dusk 122nd year of Ascendancy at 22:04 Killed by gigantic corrosive tunneler at level 17 on the 27th Haze 122nd year of Ascendancy at 05:38 Killed by Vith at level 19 on the 75th Haze 122nd year of Ascendancy at 14:22 Killed by Arubeth the skeleton master archer at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 02:09 Killed by Mayutira the multi-hued drake hatchling at level 24 on the 54th Regrowth 123rd year of Ascendancy at 17:50 Killed by elder vampire at level 25 on the 55th Regrowth 123rd year of Ascendancy at 19:21 Killed by The Master at level 25 on the 55th Regrowth 123rd year of Ascendancy at 20:45 Killed by The Master at level 25 on the 55th Regrowth 123rd year of Ascendancy at 22:25 Killed by Xanuldama the elven cultist at level 25 on the 62nd Regrowth 123rd year of Ascendancy at 02:15 Killed by The Master at level 27 on the 27th Pyre 123rd year of Ascendancy at 20:54 Killed by Lord of Skulls (mage) at level 27 on the 27th Pyre 123rd year of Ascendancy at 22:16 Killed by ghast at level 27 on the 39th Pyre 123rd year of Ascendancy at 22:13 Killed by ghoulking at level 27 on the 40th Pyre 123rd year of Ascendancy at 06:35 Killed by ghast at level 27 on the 40th Pyre 123rd year of Ascendancy at 07:28 Killed by armoured skeleton warrior at level 27 on the 40th Pyre 123rd year of Ascendancy at 21:36 Killed by armoured skeleton warrior at level 27 on the 40th Pyre 123rd year of Ascendancy at 22:26 Killed by armoured skeleton warrior at level 27 on the 41st Pyre 123rd year of Ascendancy at 00:26 Killed by Porytira the thief at level 27 on the 41st Pyre 123rd year of Ascendancy at 11:52 Killed by Ivulema the master vampire at level 27 on the 41st Pyre 123rd year of Ascendancy at 12:32 Killed by losselhing at level 27 on the 41st Pyre 123rd year of Ascendancy at 14:19 Killed by Porytira the thief at level 27 on the 41st Pyre 123rd year of Ascendancy at 15:29 Killed by Porytira the thief at level 27 on the 41st Pyre 123rd year of Ascendancy at 16:10 Killed by armoured skeleton warrior at level 27 on the 53rd Pyre 123rd year of Ascendancy at 16:54 Killed by The Master at level 27 on the 53rd Pyre 123rd year of Ascendancy at 18:13 Killed by Lord of Skulls (mage) at level 27 on the 54th Pyre 123rd year of Ascendancy at 04:19 Killed by Corrupted Oozemancer at level 32 on the 14th Haze 123rd year of Ascendancy at 01:42 Killed by Xegatha the fiery orc wyrmic at level 37 on the 1st Allure 124th year of Ascendancy at 06:58 Killed by Grushnak, Battlemaster of the Pride at level 38 on the 13rd Regrowth 124th year of Ascendancy at 11:05 |
Primary Stats
| Strength | 78 (base 45) |
| Dexterity | 73 (base 56) |
| Constitution | 68 (base 43) |
| Magic | 15 (base 10) |
| Willpower | 36 (base 20) |
| Cunning | 41 (base 12) |
Resources
| Life | 1201/1201 |
| Stamina | 196/196 |
| Healing Factor | 1.638129574934 |
| Regeneration | 13.678381950699 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 30.709119195249 |
| See Invisible | 30.709119195249 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 75 |
| Crit Chance | 16% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +48% |
| Cold | +6% |
| All | 0% |
| Darkness | +14% |
| Temporal | +27% |
| Lightning | +37% |
| Fire | +5% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +25% |
| Darkness | +17% |
| Temporal | +25% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 24 (63.914983985962%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 32 |
| Mental Save | 46 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 18%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 9%( 70%) |
| Acid | + 15%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Silence Resistance | 44% |
| Confusion Resistance | 37% |
| Stun Resistance | 25% |
| Pinning Resistance | 27% |
| Poison Resistance | 20% |
| Knockback Resistance | 27% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 515 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 14%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by venom drake. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by white worm mass. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Layythra the large white snake. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
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 warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | 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 Strength 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 |
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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 148. | 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 slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of wight ectoplasm. * '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.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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! | 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 | Xanuvena (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +4 Wil / +7 Cun / +3 Con Changes resistances: +9% acid / +6% light / +9% lightning Physical save: +24 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+7 eff.) Poison immunity: +10% Silence immunity: +44% Confusion immunity: +37% Stun/Freeze immunity: +25% A pair of boots made of leather. |
| Quiver | inquisitor's quiver of yew arrows of annihilation (20/20, 148% power, 18 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 149% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +5.0% Capacity: 20 On weapon crit: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.22 cold damage and 11.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Malehor the cashmere wizard hat (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +4 Con Changes resistances: +21% lightning / +3% physical Changes damage: +14% lightning Critical mult.: +15.00% Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
| Tool | Nimbustorrent the yew wand of conjuration [power 240] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 6 lightning Changes stats: +8 Str Changes resistances: +21% lightning Changes damage: +18% lightning It can be used to fire a magical bolt dealing 254 acid damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | treant's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% nature / +13% blight Poison immunity: +10% Disease immunity: +14% Disarm immunity: +24% Pinning immunity: +27% Knockback immunity: +27% Maximum life: +31.00 Rings make your fingers look great! |
| Around waist | monstrous hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +2 Wil / +4 Con Physical save: +10 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +59.00 Size category: +1 A belt that goes around your waist. |
| In main hand | keeper's elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +14% temporal / +14% physical / +11% all Changes damage: +18% physical / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +3 Cun / +1 Con Talent cooldown: Double Strike (-1 turn) Physical save: +26 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +46% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide drakeskin leather armour of Eyal (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +8.10 Maximum life: +118.00 Healing mod.: +27% A suit of armour made of leather. |
| Cloak | Belyrin (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Str / +2 Dex / +1 Con Changes resistances: +17% darkness Changes resistances penetration: +6% darkness Changes damage: +14% darkness / +15% physical Stealth bonus: +14 Physical save: +16 (+4 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nerudana the DeepsfuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +1 Dex / +3 Mag / +2 Con Changes resistances: +6% darkness Changes damage: +6% acid / +15% physical / +5% lightning / +5% fire / +6% nature / +6% cold Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 619%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
restful voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Blindness immunity: +23% Life regen: +2.00 Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
wanderer's voratun amulet of strength (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +6 Str / +9 Dex / +6 Cun / +8 Con Life regen: +2.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +10.00 Maximum life: +49.00 Healing mod.: +11% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun dagger of shearing (145% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +7% all Sharp, short and deadly. |
ArthoyasusRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage Shield penetration (this weapon only): +20% Damage (Ranged): +12 blight / +8 temporal / +8 arcane When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +15% blight / +18% physical Changes damage: +15% blight Spell crit. chance: +3% Longbows are used to shoot arrows at your foes. |
Hailrend the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +11 fire Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Changes stats: +2 Str / +4 Dex / +5 Con Changes resistances: +3% cold Changes resistances penetration: +15% cold Changes damage: +15% fire Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 152 life over 5 turns Activation puts all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.orichalcum trident of ruin (161% power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Critical mult.: +42.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.thought-forged orichalcum trident of erosion (162% power, 16 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 20 Damage (Melee): +17 nature / +26 mind When wielded/worn: Changes stats: +6 Cun / +2 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Radhorach the elven-silk robe (0 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +10 Damage when hit (Melee): 4 arcane Changes stats: +3 Con Changes resistances: +45% cold / +3% physical / +15% all Changes resistances penetration: +25% blight Changes damage: +6% blight / +30% cold Critical mult.: +10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.ancient elven-silk robe of darkness (+36%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +36% darkness / +15% all Changes resistances penetration: +6% temporal / +12% physical Changes damage: +7% temporal / +24% darkness / +14% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +11% acid / +12% physical / +10% fire / +14% cold / +13% all Changes damage: +14% acid / +17% physical / +9% light / +12% fire / +7% darkness / +13% cold Talent cooldown: Refit Golem (-3 turns) Spellpower: +7 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.tormentor's elven-silk robe of frost (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% all / +15% cold Changes damage: +10% cold Critical mult.: +12.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Turysin the pair of hardened leather boots (15 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Changes resistances: +3% light / +21% cold Spell save: +3 (+1 eff.) Disease immunity: +10% Life regen: +4.00 Healing mod.: +13% A pair of boots made of leather. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 7 arcane Changes stats: +5 Mag / +3 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Mental save: +8 (+2 eff.) Maximum life: +50.00 Spellpower: +6 (+2 eff.) 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. |
mindcaging drakeskin leather cap of constitution (+4) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Con Changes resistances: +16% mind Mental save: +14 (+4 eff.) Confusion immunity: +31% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Wil Changes resistances: +11% physical Physical save: +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of the wind (29 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Armour: +8 Defense: +29 (+8 eff.) Fatigue: +8% Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 131 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
radiant hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +7% acid / +10% cold / +17% darkness / +13% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
Quiver of the Sun (16/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
barbed quiver of elven-wood arrows of accuracy (20/20, 171% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 172% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +14 Crit. chance: +16.5% Capacity: 20 On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of torment (22/22, 168% power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 169% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 22 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Mayarima'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Cun / +1 Wil Changes resistances: +6% lightning / +6% blight Equilibrium when hit: +0.04 Maximum life: +48.00 Maximum hate: +2.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 122 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) 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. |
supercharged elven-wood totem of healing [power 410] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone wand of shielding [power 458] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Vith the Thalore Archer level 29
25th Dusk 123rd year of Ascendancy at 04:15 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Vith the Thalore Archer level 28
54th Pyre 123rd year of Ascendancy at 14:18 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Vith the Thalore Archer level 33
42nd Haze 123rd year of Ascendancy at 17:45 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Vith the Thalore Archer level 26
80th Regrowth 123rd year of Ascendancy at 10:03 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Vith the Thalore Archer level 34
77th Haze 123rd year of Ascendancy at 13:44 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Vith the Thalore Archer level 31
30th Dusk 123rd year of Ascendancy at 16:47 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Vith the Thalore Archer level 20
32nd Regrowth 123rd year of Ascendancy at 17:57 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vith the Thalore Archer level 26
8th Pyre 123rd year of Ascendancy at 12:14 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Vith the Thalore Archer level 34
77th Haze 123rd year of Ascendancy at 06:48 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vith the Thalore Archer level 29
19th Dusk 123rd year of Ascendancy at 12:11 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Vith the Thalore Archer level 10
10th Flare 122nd year of Ascendancy at 11:14 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Vith the Thalore Archer level 20
31st Regrowth 123rd year of Ascendancy at 17:28 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Vith the Thalore Archer level 30
28th Dusk 123rd year of Ascendancy at 11:49 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Vith the Thalore Archer level 32
14th Haze 123rd year of Ascendancy at 04:41 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Vith the Thalore Archer level 26
62nd Regrowth 123rd year of Ascendancy at 18:16 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Vith the Thalore Archer level 30
28th Dusk 123rd year of Ascendancy at 21:31 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Vith the Thalore Archer level 23
53rd Regrowth 123rd year of Ascendancy at 07:03 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Vith the Thalore Archer level 32
38th Haze 123rd year of Ascendancy at 09:36 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Vith the Thalore Archer level 25
62nd Regrowth 123rd year of Ascendancy at 02:14 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Vith the Thalore Archer level 38
13rd Regrowth 124th year of Ascendancy at 08:16 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Vith the Thalore Archer level 26
6th Pyre 123rd year of Ascendancy at 08:23 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Vith the Thalore Archer level 32
22nd Haze 123rd year of Ascendancy at 01:50 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Vith the Thalore Archer level 26
7th Pyre 123rd year of Ascendancy at 18:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Vith the Thalore Archer level 17
38th Haze 122nd year of Ascendancy at 12:27 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Vith the Thalore Archer level 27
54th Pyre 123rd year of Ascendancy at 05:10 see stats
Log
Vith the level 38 thalore archer was eviscerated to death by Grushnak, Battlemaster of the Pride and mounted on the barracks wall on level 3 of Grushnak Pride.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grushnak, Battlemaster of the Pride killed Vith!
Saving game...
Saving done.
Resting starts...
Talent Nature's Pride is ready to use.
Vith activates Concealment.
Talent Disengage is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Vital Shot is ready to use.
Talent Intuitive Shots is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Evasion is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Gift of the Woods is ready to use.
Talent Aim is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Vith activates Aim.
Vith deactivates Concealment.
Vith activates Intuitive Shots.
Saving game...
Saving done.





























































































