Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 15 / 72% |
Size | medium |
Lifes / Deaths | Killed by Test at level 15 on the 4th Mirth 122nd year of Ascendancy at 15:12 / 1 |
Primary Stats
Strength | 115 (base 100) |
Dexterity | 104 (base 100) |
Constitution | 103 (base 100) |
Magic | 106 (base 100) |
Willpower | 111 (base 100) |
Cunning | 102 (base 100) |
Resources
Mana | 254/254 |
Life | -184/368 |
Positive | 48/92 |
Stamina | 208/208 |
Paradox | 301 |
Healing Factor | 1.690989010989 |
Regeneration | 4.3120219780219 |
Speed
Mental | +34.06567291746% |
Attack | +34.06567291746% |
Movement | +114.39403750476% |
Spell | +34.06567291746% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 136.83817261328 |
See Invisible | 140.83817261328 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 159 |
Accuracy | 69 |
Crit Chance | 33% |
APR | 7 |
Speed | 0.60 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 29% |
Speed | 0.74590309229691 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 29% |
Speed | 0.74590309229691 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 15 (74.117647058824%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 45 |
Mental Save | 51 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 5% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Bow Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Speed Control | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Chronomancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Effects
talent | Temporal Hounds |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is moving is 114% faster. 3 Celerity |
beneficial effect | Increases attack, spell, and mind speed by 19%. 1 Time Dilation |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 70%) Suffocating |
beneficial effect | The target is recovering 35 life each turn. Recovery |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
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 |
Equipment
On feet | Isidhera (0 def, 3 armour) Isidhera (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Str / +1 Con Changes damage: +3% mind Critical mult.: +5.00% Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Mental save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of ash arrows 'Mardusadan' (15/15, 25.5-35.7 power, 7 apr) quiver of ash arrows 'Mardusadan' (15/15, 25.5-35.7 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 25.5 - 35.7 Uses stats: 70% Dex, 50% Mag Damage type: Nature Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +3.5% Capacity: 15 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Travel speed: +200% Damage (Ranged): +11 bleed When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +5 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 | Borilach the iron helm (0 def, 3 armour) Borilach the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% mind / +9% temporal Disease immunity: +5% Pinning immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | Delosin the steel ring Delosin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Wil / +1 Cun Changes resistances: +3% nature Mental save: +6 (+2 eff.) Silence immunity: +15% Stun/Freeze immunity: +15% Rings can have magical properties. |
Around waist | Hathirebar the rough leather belt Hathirebar the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes damage: +3% physical Physical save: +3 (+1 eff.) Silence immunity: +15% Life regen: +0.90 Healing mod.: +18% A belt that goes around your waist. |
In main hand | yew longbow 'Xama' yew longbow 'Xama'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] 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: +9 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +7 Str / +2 Dex Changes resistances: +6% darkness Infravision radius: +1 Longbows are used to shoot arrows at your foes. |
On hands | Berugolin the iron gauntlets (0 def, 1 armour) Berugolin the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Grants telepathy: Humanoid/Orc Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 Infravision radius: +1 See invisible: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Uligar (2 def, 8 armour) Uligar (2 def, 8 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +17% lightning / +6% physical / +5% arcane Physical save: +10 (+3 eff.) Disease immunity: +15% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex 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. |
Around neck | copper amulet 'Radiancegrinder' copper amulet 'Radiancegrinder'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Dex / +3 Mag Changes resistances penetration: +5% light Life regen: +0.20 Maximum stamina: +20.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger 'Morningtouch' (10.5-13.65 power, 5 apr) iron dagger 'Morningtouch' (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness / +8 arcane Burst (radius 1) on hit: +4 light Damage against: +4% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +5% arcane Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Drysalen (29.5-44.25 power, 2 apr)Drysalen (29.5-44.25 power, 2 apr) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour: +6 Changes resistances: +6% mind Changes resistances penetration: +14% acid / +13% fire / +13% cold / +14% lightning Physical save: +18 (+6 eff.) Silence immunity: +10% Disarm immunity: +15% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (36-57.6 power, 2 apr)dwarven-steel greatsword (36-57.6 power, 2 apr) Requires: - Magic 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
Tuladunasta the Cloudnaught (13.5-18.9 power, 3 apr) Tuladunasta the Cloudnaught (13.5-18.9 power, 3 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 7% * leeches stamina from the target When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 8 nature slow Changes resistances: +6% light Changes resistances penetration: +5% light / +5% lightning Changes damage: +6% lightning Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of slime (7-7.7 power, 24 apr, mind damage)gifted thorny mindstar of slime (7-7.7 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +6% nature Mindpower: +8 (+2 eff.) Mental crit. chance: +3% 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. |
ash magestaff 'Radiancehunt' (15-18 power, 3 apr, fire element) ash magestaff 'Radiancehunt' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 22% chance to blind Changes resistances: +6% darkness / +12% lightning Changes resistances penetration: +5% light Changes damage: +3% light / +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 69.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Halyharahell' (15-18 power, 3 apr, physical element) ash starstaff 'Halyharahell' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% darkness / +8% temporal Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +18% Reduces paradox anomalies(equivalent to willpower): +10 It can be used to project a bolt elemental energy from the staff (to range 7) dealing 57.65 to 69.17 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew starstaff (20-24 power, 4 apr, light element)shimmering yew starstaff (20-24 power, 4 apr, light 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% light Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +41.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 35.89 to 107.67 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Prismjam PrismjamPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +5% arcane Changes damage: +3% arcane Mental save: +5 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Mardolen'hardened leather belt 'Mardolen' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str / +6 Wil / +4 Cun / +4 Con Changes resistances penetration: +10% acid Critical mult.: +15.00% Physical save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Mental crit. chance: +4% Size category: +1 A belt that goes around your waist. |
Dimwalker the iron mail armour (2 def, 4 armour) Dimwalker the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 acid Changes resistances: +3% darkness / +16% cold Changes resistances penetration: +10% acid Changes damage: +3% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Emawe' (2 def, 4 armour)cured leather armour 'Emawe' (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 16 mind Changes stats: +4 Cun / +2 Mag Changes resistances: +6% physical Grants telepathy: Dragon Physical save: +14 (+5 eff.) Mental save: +12 (+4 eff.) Maximum psi: +50.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of clarity (3 def, 6 armour)hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +7% mind Mental save: +13 (+5 eff.) A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
flaming quiver of ash arrows of accuracy (20/20, 20.5-28.7 power, 7 apr) flaming quiver of ash arrows of accuracy (20/20, 20.5-28.7 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Burst (radius 1) on hit: +18 fire Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows of paradox (14/16, 16-22.4 power, 5 apr) flaming quiver of elm arrows of paradox (14/16, 16-22.4 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal Burst (radius 1) on hit: +18 fire Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
115 alchemist agate 115 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) 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, costing 112 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 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. |
amethyst 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Test the Cornac Temporal Warden level 14
3rd Mirth 122nd year of Ascendancy at 22:32 see stats
By Test the Cornac Temporal Warden level 10
79th Pyre 122nd year of Ascendancy at 22:19 see stats
By Test the Cornac Temporal Warden level 6
75th Pyre 122nd year of Ascendancy at 12:38 see stats
By Test the Cornac Temporal Warden level 7
77th Pyre 122nd year of Ascendancy at 18:44 see stats
By Test the Cornac Temporal Warden level 12
3rd Mirth 122nd year of Ascendancy at 04:33 see stats
By Test the Cornac Temporal Warden level 6
75th Pyre 122nd year of Ascendancy at 12:51 see stats
Log
Test casts Singularity Arrow.
Nerilrann the ancient dragon turtle uses Instill Fear.
Test resists the fear!
Polawen the electric eel's Beyond the Flesh misses Temporal hound.
Nerilrann the ancient dragon turtle receives 28 healing from Unnatural Body.
Polawen the electric eel starts to bleed.
Test's temporal clone is no longer invigorated.
Test's temporal clone is no longer out of phase.
Test's temporal clone casts Banish.
Polawen the electric eel resists the banishment!
Polawen the electric eel loses sight!
Test's temporal clone receives 62 healing.
Test's Singularity Arrow hits Polawen the electric eel for 318 nature, 2 physical (319 total damage).
Test hits Test's temporal clone for (73 shared) damage.
Test receives 60 healing.
Polawen the electric eel is drawn in by the singularity!
Test's spell attains critical power!
You collect a new ingredient: electric eel tail (1).
Test hits Polawen the electric eel for 315 physical damage.
Test killed Polawen the electric eel!
Ran for 3 turns (stop reason: suffocating).
Your summoned Test's temporal clone disappears.
Test's temporal clone receives 62 healing.
Test hits Test's temporal clone for (79 shared) damage.
Test receives 60 healing.
Test killed Test's temporal clone!
Test picks up (r.): cured leather armour 'Emawe' (2 def, 4 armour).
Saving game...