Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 28 / 66% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 28 on the 50th Dusk 124th year of Ascendancy at 02:52 / 2Killed by Nidrcon the human at level 28 on the 78th Haze 124th year of Ascendancy at 15:33 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 72 (base 52) |
Constitution | 19 (base 10) |
Magic | 74 (base 60) |
Willpower | 25 (base 12) |
Cunning | 11 (base 10) |
Resources
Life | -476/682 |
Psi | 115/115 |
Paradox | 337 |
Healing Factor | 1.0714285714288 |
Regeneration | 0.2678571428572 |
Speed
Mental | -1.0991207943789E-12% |
Attack | -1.0991207943789E-12% |
Movement | -77.731913978017% |
Spell | -1.0991207943789E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 16.377726440467 |
See Invisible | 25.377726440467 |
Offense: Mainhand
Damage | 131 |
Accuracy | 41 |
Crit Chance | 15% |
APR | 23 |
Speed | 0.80 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 37.08934837382 (81.030927835052%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 29 |
Physical Save | 29 |
Spell Save | 41 |
Mental Save | 44 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Teleport Resistance | 10% |
Confusion Resistance | 46% |
Disarm Resistance | 0% |
Silence Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -345 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 287 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Bow Threading | 1.45 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Secrets of the Eternals |
talent | Contingency |
talent | Weapon Folding |
detrimental effect | The target is disabled, reducing movement speed by 40% and accuracy by 37. Disable |
beneficial effect | The target is wide awake and has 40% resistance to sleep effects. Insomnia |
beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
beneficial effect | The target is moving is 12% faster. 1 Celerity |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is poisoned, taking 75.32 nature damage per turn. Deadly Poison |
detrimental effect | Huge cut that bleeds, doing 134.13 physical damage per turn. Bleeding |
beneficial effect | Focused on Nidrcon the human, +14% critical damage and +14% critical hit chance against this target. Warden's Focus |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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! You 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 | Emeliletha the pair of hardened leather boots (0 def, 3 armour) Emeliletha the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +2 Mag / +3 Wil / +2 Con / +7 Lck Changes resistances: +1% physical Changes resistances penetration: +10% physical Changes damage: +9% physical Stealth bonus: +8 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 20 turns. A pair of boots made of leather. |
Quiver | quiver of elven-wood arrows 'Polemira' (20/20, 162% power, 23 apr) quiver of elven-wood arrows 'Polemira' (20/20, 162% power, 23 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 163% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +23 Crit. chance: +7.5% Capacity: 20 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +15 cold Burst (radius 1) on hit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | linen wizard hat of earthrunes (1 def, 1 armour) =stonewall= linen wizard hat of earthrunes (1 def, 1 armour) =stonewall=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+1 eff.) Changes stats: +2 Con It can be used to activate talent Stone Wall, placing all other charms into a 64 cooldown : Effective talent level: 1.0 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 38.66 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Zubuta the Scabglory [power 45] (9/16 cooldown) Zubuta the Scabglory [power 45] (9/16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +10% arcane Changes damage: +9% nature Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Kindlemaim the steel ring =main= Kindlemaim the steel ring =main=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 16 light Changes stats: +4 Dex / +3 Con Changes resistances: +5% arcane Changes damage: +6% arcane Physical save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +29% Rings can have magical properties. |
On fingers | Arelle =main= Arelle =main=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +3% fire / +6% mind / +5% arcane Changes damage: +5% all Spell save: +20 (+7 eff.) Spellpower: +9 (+3 eff.) Mindpower: +11 (+6 eff.) Rings can have magical properties. |
Around waist | hardened leather belt 'Belimikira' =main= hardened leather belt 'Belimikira' =main=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +4 Dex / +5 Mag / +3 Wil Changes resistances: +12% acid Mental save: +10 (+3 eff.) Maximum life: +70.00 Light radius: +3 A belt that goes around your waist. |
In main hand | warden's yew longbow of recursion warden's yew longbow of recursionRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +5 Changes stats: +5 Mag Changes resistances penetration: +9% temporal / +11% physical Changes damage: +9% temporal / +11% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Haregozor the iron gauntlets (0 def, 1 armour) Haregozor the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Changes stats: +2 Dex Changes resistances: +5% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | stralite plate armour 'Poredhelevena' (7 def, 21 armour) stralite plate armour 'Poredhelevena' (7 def, 21 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +8 Str Changes resistances: +34% acid / +22% physical / +14% darkness / +9% fire / +9% lightning / +20% cold Reduces incoming crit damage: 5.00% Mental save: +20 (+7 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +10% Only die when reaching: -20.00 life Light radius: +1 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | resilient cashmere cloak of implacability (2 def, 0 armour) resilient cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +9 (+5 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Cloudcrypt' =main= gold amulet 'Cloudcrypt' =main=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +5 Dex / +4 Wil / +2 Con Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) Confusion immunity: +17% Mindpower: +8 (+4 eff.) See invisible: +9 Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 20%; cure mental, physical) wild infusion of the sneak (resist 20%; cure mental, physical)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 ability. |
wild infusion of the warrior (resist 12%; cure magical, physical) wild infusion of the warrior (resist 12%; cure magical, physical)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 ability. |
lightning rune of the duelist (74 lightning damage) lightning rune of the duelist (74 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 24.82 to 74.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. 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. |
shielding rune of the sneak (absorb 195 for 4 turns) shielding rune of the sneak (absorb 195 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 195 damage for 4 turns. Its effects scale with your Cunning stat. 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. |
shielding rune of the titan (absorb 264 for 5 turns) shielding rune of the titan (absorb 264 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 264 damage for 5 turns. Its effects scale with your Constitution stat. 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. |
Glimmervile the copper amulet =blindness= Glimmervile the copper amulet =blindness=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 light Changes resistances: +12% fire / +3% darkness / +11% cold Changes resistances penetration: +5% darkness Changes damage: +3% light Amulets can have magical properties. |
Lightcast =blindres= Lightcast =blindres=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% mind / +22% light / +11% darkness Changes resistances penetration: +10% light Changes damage: +9% mind Blindness immunity: +27% Amulets can have magical properties. |
Salyratta the Blazegasher =cap armor= Salyratta the Blazegasher =cap armor=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +4 Cun Changes resistances: +24% fire Changes resistances cap: +4% all Changes damage: +12% fire Physical save: +11 (+6 eff.) Mental save: +6 (+2 eff.) Maximum psi: +30.00 Mindpower: +10 (+5 eff.) Amulets can have magical properties. |
gold amulet of strength (+4) gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
grounding steel amulet of healing =stun heal= grounding steel amulet of healing =stun heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +50% Stun/Freeze immunity: +24% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Eremadan =disarm= Eremadan =disarm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% blight Changes damage: +15% blight Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
Gebrevena =demon= Gebrevena =demon=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +2 Cun / +3 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) Light radius: +1 Rings can have magical properties. |
Glogann the steel ring =lightning= Glogann the steel ring =lightning=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +29% lightning / +9% darkness / +3% acid Changes damage: +10% lightning Physical save: +6 (+3 eff.) Spell save: +12 (+4 eff.) Maximum stamina: +14.00 Rings can have magical properties. |
Serpentmalice the copper ring =dragon mule= Serpentmalice the copper ring =dragon mule=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Wil Changes resistances penetration: +20% nature Grants telepathy: Dragon Maximum encumbrance: +22 Mental save: +3 (+1 eff.) Rings can have magical properties. |
Thunderraptor the copper ring =vision= Thunderraptor the copper ring =vision=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 darkness / 12 lightning Changes resistances: +9% darkness / +12% lightning Changes resistances penetration: +10% lightning Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
copper ring 'Polubeth' =armor= copper ring 'Polubeth' =armor=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +12 Changes stats: +3 Str Physical save: +6 (+3 eff.) Healing mod.: +10% Rings can have magical properties. |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
savior's gold ring of pilfering =acc= savior's gold ring of pilfering =acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Physical save: +9 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Filthflash' =fire= steel ring 'Filthflash' =fire=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +3 Dex Changes resistances: +22% fire Changes resistances penetration: +5% nature Changes damage: +12% nature / +11% fire Infravision radius: +2 Rings can have magical properties. |
steel ring 'Ivumima' =sp pow corrode= steel ring 'Ivumima' =sp pow corrode=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 arcane / 12 acid Changes stats: +3 Cun / +4 Mag Changes resistances: +5% arcane Changes damage: +6% acid Spellpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Zanotar' =blindres spsurge= steel ring 'Zanotar' =blindres spsurge=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes damage: +9% arcane Spell save: +3 (+1 eff.) Blindness immunity: +28% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +1% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
balanced voratun dagger (149% power, 9 apr) balanced voratun dagger (149% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+3 eff.) Disarm immunity: +35% Sharp, short and deadly. |
Crystalline Dwarven-steel longsword (135% power, 4 apr) Crystalline Dwarven-steel longsword (135% power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Power: 136% Range: 1.4x Uses stat: 100% Mag Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Sharp, long, and deadly. Transformed with the power of the Spellblaze. |
dwarven-steel mace 'Rhurath' (148% power, 4 apr) dwarven-steel mace 'Rhurath' (148% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 148% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 111% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Defense: +7 (+3 eff.) Changes stats: +3 Dex Changes damage: +12% physical Disarm immunity: +32% Only die when reaching: -80.00 life Infravision radius: +3 Blunt and deadly. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blindwasp (0 def, 1 armour) Blindwasp (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Barylatar (0 def, 4 armour) =main= Barylatar (0 def, 4 armour) =main=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 stats: +5 Str Changes resistances: +9% mind / +9% temporal Changes damage: +6% physical Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum life: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
632 alchemist agate 632 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. |
3 onyx 3 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. |
aquamarine 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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 19/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/2) Rod of Recall (1/2)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 162 power out of 318/400. 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. |
steel torque of thermal psionic shield [power 45] (9/16 cooldown) steel torque of thermal psionic shield [power 45] (9/16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Aerodas the ash totem of cure ailments [power 2] (9/8 cooldown) Aerodas the ash totem of cure ailments [power 2] (9/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances penetration: +5% mind Mental save: +18 (+6 eff.) Maximum hate: +8.00 Mental crit. chance: +4% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Glitterhacker [power 155] (9/16 cooldown) Glitterhacker [power 155] (9/16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Changes stats: +2 Dex / +4 Con Changes resistances: +12% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Stamina each turn: +0.40 It can be used to heal a target within range 7 (based on Willpower) for 155, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of thorny skin [power 59] (9/19 cooldown) supercharged yew totem of thorny skin [power 59] (9/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 50%, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 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. |
warded ash wand of conjuration [power 163] (9/8 cooldown) warded ash wand of conjuration [power 163] (9/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 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. |
6 ametrine 6 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 citrine 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. |
3 zircon 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Miian the Shalore Temporal Warden level 10
46th Dusk 122nd year of Ascendancy at 08:15 see stats
By Miian the Shalore Temporal Warden level 21
8th Dusk 123rd year of Ascendancy at 06:15 see stats
By Miian the Shalore Temporal Warden level 10
27th Dusk 122nd year of Ascendancy at 15:19 see stats
By Miian the Shalore Temporal Warden level 20
44th Pyre 123rd year of Ascendancy at 14:39 see stats
By Miian the Shalore Temporal Warden level 28
50th Dusk 124th year of Ascendancy at 10:00 see stats
By Miian the Shalore Temporal Warden level 27
5th Allure 124th year of Ascendancy at 03:37 see stats
By Miian the Shalore Temporal Warden level 11
66th Dusk 122nd year of Ascendancy at 06:42 see stats
By Miian the Shalore Temporal Warden level 7
6th Flare 122nd year of Ascendancy at 11:37 see stats
By Miian the Shalore Temporal Warden level 23
13rd Haze 123rd year of Ascendancy at 01:58 see stats
By Miian the Shalore Temporal Warden level 17
80th Regrowth 123rd year of Ascendancy at 19:30 see stats
By Miian the Shalore Temporal Warden level 28
50th Dusk 124th year of Ascendancy at 02:53 see stats
By Miian the Shalore Temporal Warden level 7
6th Flare 122nd year of Ascendancy at 01:15 see stats
Log
Nidrcon the human is invigorated by the attack!
Miian is cursed.
Miian shares damage with his guardian!
Miian hits Nidrcon the human for 16 acid, 6 light, 5 acid, 2 light (30 total damage).
Nidrcon the human hits Miian's temporal clone for (113 shared), (2 shared), 35 lightning (150 total damage).
Nidrcon the human hits Miian for (91 shared), 209 physical, 370 physical, 6 lightning (585 total damage).
Miian is no longer sleeping.
Miian casts Rune: Shielding.
A shield forms around Miian.
Miian's temporal clone is no longer sleeping.
Atuduoma the thalore uses Blinding Powder.
Miian loses sight!
Miian is disabled.
Atuduoma the thalore hits Miian for damage.
Your summoned Miian's temporal clone disappears.
Deadly Poison from Nidrcon the human hits Miian for (99 absorbed), 0 nature (0 total damage).
Bleeding from Nidrcon the human hits Miian for (144 absorbed), 0 physical (0 total damage).
Miian casts Time Stop.
You feel the edges of spacetime begin to ripple and bend!
Miian has stopped time!
Your shield crumbles under the damage!
The shield around Miian crumbles.
Miian is no longer cursed.
Miian has recovered!
Deadly Poison from Nidrcon the human hits Miian for (70 absorbed), 29 nature (29 total damage).
Bleeding from Nidrcon the human hits Miian for 144 physical damage.
Something performs a melee critical strike against Miian!
Miian shrugs off the critical damage!
Saving game...