










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 22 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Mayabreta the water imp at level 14 on the 6th Dusk 122nd year of Ascendancy at 22:56 0 / 6Killed by bloated horror at level 14 on the 7th Dusk 122nd year of Ascendancy at 10:12 Killed by Urkis, the High Tempest at level 20 on the 69th Dusk 122nd year of Ascendancy at 09:59 Killed by Silotta the Guardian at level 21 on the 12nd Haze 122nd year of Ascendancy at 02:13 Killed by Poruritha the heavy bone giant at level 22 on the 68th Haze 122nd year of Ascendancy at 10:16 Killed by Poruritha the heavy bone giant at level 22 on the 68th Haze 122nd year of Ascendancy at 12:11 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 47 (base 40) |
| Constitution | 15 (base 12) |
| Magic | 68 (base 51) |
| Willpower | 32 (base 15) |
| Cunning | 25 (base 10) |
Resources
| Life | -76/563 |
| Mana | 216/216 |
| Paradox | 416 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 23.670696461065 |
Speed
| Mental | +6.1340430109883% |
| Attack | +6.1340430109883% |
| Movement | 0% |
| Spell | +6.1340430109883% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 15.299043676975 |
| See Invisible | 15.299043676975 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 42 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 42 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 6% |
| Speed | 0.94220475507229 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 0.94220475507229 |
Offense: Damage Bonus
| Blight | +5% |
| Darkness | +5% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +10% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 23 |
| Ranged Defense | 25 |
| Fatigue | 8 |
| Physical Save | 22 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 22%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 57%( 70%) |
| Lightning | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Confusion Resistance | 71% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 95% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 158.02 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 209 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 287 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Premonition |
| beneficial effect | The target is out of phase with reality, increasing defense by 8, resist all by 5%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 68 |
| beneficial effect | The target is regaining 22 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
| beneficial effect | Reduces blight damage received by 16%. Premonition Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 1 of Daikara) | failed |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 106. | 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. | 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 minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed warg claw. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Vorerarin the Rainfist (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances penetration: +15% nature Physical save: +15 (+8 eff.) Mental save: +30 (+12 eff.) Equilibrium when hit: +0.16 Mindpower: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.23 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Eloba [power 235] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% temporal Silence immunity: +50% Pinning immunity: +10% Teleport immunity: +10% It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | ToxinbrazeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% fire Changes resistances penetration: +25% nature Maximum encumbrance: +26 Rings can have magical properties. |
| On fingers | wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| Around neck | steel amulet 'Alimarach'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +6 Mag Changes resistances: +1% physical Changes resistances penetration: +15% physical Changes damage: +5% blight / +5% fire Critical mult.: +11.00% Spellpower: +7 (+2 eff.) Amulets can have magical properties. |
| In main hand | insidious dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +15 insidious poison / +9 temporal / +5 nature One-handed war axes. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 270, based on Magic) for 10 turns, costing 20 power out of 1/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 91.97 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Voranor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +3% blight Grants telepathy: Demon/Minor Demon/Major Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Alodedan (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +18% cold / +27% fire Cut immunity: +10% Silence immunity: +25% Confusion immunity: +20% A suit of armour made of leather. |
Inventory
phase door rune (range 5; power 17; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +24% Infravision radius: +3 See stealth: +9 See invisible: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel dagger of phasing (19-24.7 power, 12 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (Melee): +8 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel dagger of daylight (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 light Burst (radius 1) on hit: +4 fire Damage against: +9% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatsword of massacre (47-75.2 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +15 cold When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +5.0% Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.surging yew starstaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of fate (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Armydeldil the FlashswiftCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning Stealth bonus: +8 Spell save: +18 (+9 eff.) Light radius: +3 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.mindwoven silk robe of blight (+13%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +13% blight Changes damage: +13% blight Mental save: +19 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Spell save: +18 (+9 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather cap 'Eilinumina' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% acid / +5% fire / +3% mind / +6% cold Poison immunity: +15% Silence immunity: +5% Confusion immunity: +20% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +11% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +17% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +6% physical Physical save: +12 (+6 eff.) A suit of armour made of leather. |
volcanic hardened leather armour of command (8 def, 17 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +8 (+4 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes stats: +2 Cun Changes resistances: +13% physical / +10% fire Mental save: +13 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.deadly quiver of yew arrows of accuracy (14/15, 41.5-58.1 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Anylathadin the dwarven-steel torque of kinetic psionic shield [power 65] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +5% physical Critical mult.: +12.00% Maximum stamina: +5.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 65 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Berater the Skeleton Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 22:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Berater the Skeleton Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 18:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Berater the Skeleton Temporal Warden level 20
69th Dusk 122nd year of Ascendancy at 11:50 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Berater the Skeleton Temporal Warden level 22
64th Haze 122nd year of Ascendancy at 15:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Berater the Skeleton Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 22:25 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Berater the Skeleton Temporal Warden level 18
61st Dusk 122nd year of Ascendancy at 06:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Berater the Skeleton Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 18:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Berater the Skeleton Temporal Warden level 20
62nd Dusk 122nd year of Ascendancy at 05:34 see stats
May the 4th be with you!
.By Berater the Skeleton Temporal Warden level 16
22nd Dusk 122nd year of Ascendancy at 05:17 see stats
Paradoxology (Nightmare (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Berater the Skeleton Temporal Warden level 18
61st Dusk 122nd year of Ascendancy at 06:55 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Berater the Skeleton Temporal Warden level 15
13rd Dusk 122nd year of Ascendancy at 16:10 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Berater the Skeleton Temporal Warden level 21
5th Haze 122nd year of Ascendancy at 07:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Berater the Skeleton Temporal Warden level 7
5th Mirth 122nd year of Ascendancy at 15:57 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Berater the Skeleton Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 22:48 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Berater the Skeleton Temporal Warden level 22
63rd Haze 122nd year of Ascendancy at 18:39 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Berater the Skeleton Temporal Warden level 21
56th Haze 122nd year of Ascendancy at 12:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Berater the Skeleton Temporal Warden level 12
2nd Dusk 122nd year of Ascendancy at 01:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Berater the Skeleton Temporal Warden level 21
55th Haze 122nd year of Ascendancy at 19:25 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Berater the Skeleton Temporal Warden level 15
13rd Dusk 122nd year of Ascendancy at 09:00 see stats
Log
Talent Thread Walk is ready to use.
Poruritha the heavy bone giant throws two quick punches.
Poruritha the heavy bone giant slows down.
Poruritha the heavy bone giant performs a melee critical strike against Berater!
Poruritha the heavy bone giant hits Berater for (166 absorbed), 0 physical, (8 absorbed), 0 blight, (108 absorbed), 0 physical, (8 absorbed), 0 blight (0 total damage).
Berater hits Poruritha the heavy bone giant for (11 resist armour), 0 physical, (11 resist armour), 0 physical (0 total damage).
Berater invokes the memory of Neira!
Talent Blink Blade is ready to use.
Berater casts Warp Blade.
Berater warps space-time to equip: insidious dwarven-steel waraxe of erosion
Umbral Razor.
Berater's temporal clone warps space-time to equip: Eluthra
quiver of yew arrows 'Swampwing'.
Berater calls forth a temporal warden from another timeline.
Poruritha the heavy bone giant speeds up.
Poruritha the heavy bone giant resists the stun!
Poruritha the heavy bone giant uses Stun.
Poruritha the heavy bone giant slows down.
Poruritha the heavy bone giant uses Clinch.
Poruritha the heavy bone giant performs a melee critical strike against Berater!
Your shield crumbles under the damage!
The shield around Berater crumbles.
Berater is grappled!
Poruritha the heavy bone giant is engaged in a grapple!
Poruritha the heavy bone giant uses Take Down.
Poruritha the heavy bone giant performs a melee critical strike against Berater!
Berater shrugs off the critical damage!
Berater is recovering from the damage!
Berater's temporal clone is free from the grapple.
Saving game...


















































































