Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Temporal Warden |
Level / Exp | 87 / 67% |
Size | medium |
Lifes / Deaths | Killed by Silara the barrow wight at level 48 on the 29th Dusk 122nd year of Ascendancy at 07:12 4 / 3Killed by Padran the human at level 49 on the 31st Dusk 122nd year of Ascendancy at 11:33 Killed by ritch flamespitter at level 65 on the 38th Dusk 122nd year of Ascendancy at 07:05 |
Primary Stats
Strength | 64 (base 21) |
Dexterity | 147 (base 97) |
Constitution | 74 (base 30) |
Magic | 135 (base 97) |
Willpower | 65 (base 29) |
Cunning | 57 (base 29) |
Resources
Life | 2830/2830 |
Paradox | 300 |
Healing Factor | 1.28 |
Regeneration | 4.288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 1 |
See Stealth | 41.526481229105 |
See Invisible | 41.526481229105 |
Offense: Mainhand
Damage | 278 |
Accuracy | 98 |
Crit Chance | 82% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 132 |
Accuracy | 98 |
Crit Chance | 85% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75.75 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 46.766666666667 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 64 (45%) |
Defense | 62.544352619053 |
Ranged Defense | 62.544352619053 |
Fatigue | 11 |
Physical Save | 67.075 |
Spell Save | 58.393684577989 |
Mental Save | 59.566666666667 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Confusion Resistance | 38% |
Disarm Resistance | 86% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 472 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 4/5 |
| 6/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 7/5 |
| 6/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 8/5 |
| 5/5 |
| 3/5 |
| 6/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 6/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Weapon Folding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by temporal hound. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Godig, the repented thief. Escort: repented thief (level 1 of Old Forest) | failed |
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 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 |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed wretchling eyeball. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of elder vampire blood. | active |
Equipment
On feet | restorative pair of hardened leather boots of void walking (0 def, 3 armour) restorative pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +21% darkness / +15% temporal Changes resistances penetration: +16% darkness / +16% temporal Life regen: +3.10 Healing mod.: +18% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
Quiver | Stokesnake (19/19, 53.5-74.9 power, 18 apr) Stokesnake (19/19, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 40% chance to cause random gloom * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +48 darkness / +20 cold / +32 blight / +20 mind / +20 light Burst (radius 1) on hit: +4 blight / +57 fire Burst (radius 2) on crit: +4 fire Damage against: +18% Undead / +20% Living Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (122 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Sparkvengeance the drakeskin leather cap (0 def, 5 armour) Sparkvengeance the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +30 Str / +17 Dex / +8 Mag / +14 Wil / +16 Con Changes resistances: +27% lightning / +15% temporal / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +20% blight / +26% arcane / +12% lightning Physical save: +40 (+10 eff.) Mental save: +28 (+7 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On hands | drakeskin leather gloves 'Ashkin' (0 def, 22 armour) drakeskin leather gloves 'Ashkin' (0 def, 22 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +20.0% Armour: +22 Armour Hardiness: +15% Effects on melee hit: * 30% chance to disease * 10% chance to gain 10% of a turn Damage (Melee): 10 acid / 10 fire / 9 lightning / 10 cold Damage when hit (Melee): 16 blight Changes stats: +6 Dex / +10 Mag / +5 Wil / +25 Con Changes resistances: +9% blight / +12% physical Changes damage: +3% blight / +6% temporal / +9% arcane Critical mult.: +14.00% Physical save: +60 (+15 eff.) Spell save: +16 (+4 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +86% Mana each turn: +0.40 Spellpower: +16 (+4 eff.) Spell crit. chance: +30% Mental crit. chance: +20% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 eff.) Changes stats: +4 Wil / +2 Con 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 | stralite ring 'Glarilaith' stralite ring 'Glarilaith'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +12 (+2 eff.) Defense: +16 (+4 eff.) Changes stats: +8 Dex / +6 Mag / +21 Cun Changes resistances: +3% temporal Mental save: +28 (+7 eff.) Confusion immunity: +38% Maximum psi: +30.00 Spellpower: +25 (+6 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +11% Rings can have magical properties. |
On fingers | Undeathoblivion the steel ring Undeathoblivion the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +10 Dex / +5 Mag / +5 Wil / +7 Cun Changes resistances: +9% temporal Changes damage: +6% nature / +18% temporal Spellpower: +7 (+2 eff.) Rings can have magical properties. |
Around neck | warmaker's gold amulet of magic (+7) warmaker's gold amulet of magic (+7)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +8 Dex / +7 Mag / +7 Wil Amulets can have magical properties. |
In main hand | Arthadil the voratun waraxe (41.5-58.1 power, 6 apr) Arthadil the voratun waraxe (41.5-58.1 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 cold Burst (radius 1) on hit: +4 mind / +17 fire Burst (radius 2) on crit: +30 ice When wielded/worn: Armour penetration: +7 Physical crit. chance: +36.0% Physical power: +26 (+5 eff.) Armour: +20 Changes stats: +1 Str / +1 Mag Changes resistances: +6% nature / +6% lightning Changes resistances penetration: +10% mind / +12% cold Critical mult.: +20.00% One-handed war axes. |
Around waist | nightruned rough leather belt of carrying nightruned rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +6% darkness Maximum encumbrance: +22 A belt that goes around your waist. |
In off hand | arcing voratun dagger of paradox (39-50.7 power, 9 apr) arcing voratun dagger of paradox (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning / +8 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +14% temporal Sharp, short and deadly. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing drakeskin leather armour of Toknor (5 def, 8 armour) searing drakeskin leather armour of Toknor (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 23 acid / 19 fire Damage when hit (Melee): 10 acid / 14 fire Changes resistances: +16% acid / +24% fire Critical mult.: +17.00% A suit of armour made of leather. |
Inventory
4 agate 4 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. |
180 alchemist agate 180 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
2 topaz 2 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying 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 (1/1) 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 258/400. 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. |
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. |
2 ametrine 2 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Eli the Higher Temporal Warden level 73
51st Dusk 122nd year of Ascendancy at 20:49 see stats
By Eli the Higher Temporal Warden level 12
2nd Mirth 122nd year of Ascendancy at 16:13 see stats
By Eli the Higher Temporal Warden level 10
78th Pyre 122nd year of Ascendancy at 12:09 see stats
By Eli the Higher Temporal Warden level 20
5th Dusk 122nd year of Ascendancy at 09:09 see stats
By Eli the Higher Temporal Warden level 30
5th Dusk 122nd year of Ascendancy at 21:01 see stats
By Eli the Higher Temporal Warden level 40
6th Dusk 122nd year of Ascendancy at 10:19 see stats
By Eli the Higher Temporal Warden level 50
35th Dusk 122nd year of Ascendancy at 22:47 see stats
By Eli the Higher Temporal Warden level 80
52nd Dusk 122nd year of Ascendancy at 14:01 see stats
By Eli the Higher Temporal Warden level 44
8th Dusk 122nd year of Ascendancy at 23:36 see stats
By Eli the Higher Temporal Warden level 49
35th Dusk 122nd year of Ascendancy at 19:40 see stats
By Eli the Higher Temporal Warden level 44
9th Dusk 122nd year of Ascendancy at 15:59 see stats
By Eli the Higher Temporal Warden level 9
78th Pyre 122nd year of Ascendancy at 12:09 see stats
Log
You gain 25.00 gold from the transmogrification of Lelubers the Eclipseclamor (0 def, 1 armour).
You gain 9.34 gold from the transmogrification of stargazer's cashmere robe of alchemy (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Belura the Noontreason (10 def, 7 armour).
You gain 4.72 gold from the transmogrification of blurring hardened leather belt of the giants.
You gain 17.29 gold from the transmogrification of void walker's yew magestaff of invocation (20-24 power, 4 apr, fire element).
You gain 9.10 gold from the transmogrification of ethereal yew starstaff of protection (20-24 power, 4 apr, temporal element).
You gain 10.35 gold from the transmogrification of warden's ash longbow of recursion.
You gain 9.50 gold from the transmogrification of penetrating dragonbone longbow of acid.
You gain 0.75 gold from the transmogrification of dwarven-steel greatmaul (43-64.5 power, 2 apr).
You gain 9.24 gold from the transmogrification of thunderous steel dagger of rage (13-16.9 power, 6 apr).
You gain 10.82 gold from the transmogrification of protective steel amulet of soulsearing.
You gain 10.42 gold from the transmogrification of mindweaver's gold amulet of manastreaming.
You gain 1.00 gold from the transmogrification of wild infusion (resist 30%; cure magical).
You gain 1.98 gold from the transmogrification of movement infusion (712% speed; 9 turns).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Saving done.
Ran for 2 turns (stop reason: interesting character).
Saving game...
Today is the 55th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Saving done.
Eli deactivates Weapon Folding.
Eli deactivates Temporal Hounds.