Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Temporal Warden |
| Level / Exp | 45 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 17 on the 16th Haze 122nd year of Ascendancy at 22:11 0 / 9Killed by Akone the dwarf at level 20 on the 40th Haze 122nd year of Ascendancy at 15:19 Killed by disarming trap at level 20 on the 46th Haze 122nd year of Ascendancy at 17:08 Killed by elven cultist at level 27 on the 67th Haze 122nd year of Ascendancy at 23:52 Killed by orc necromancer at level 32 on the 36th Regrowth 123rd year of Ascendancy at 04:33 Killed by Vor, Grand Geomancer of the Pride at level 35 on the 65th Regrowth 123rd year of Ascendancy at 12:40 Killed by Zuberetta the venom wyrm at level 38 on the 28th Pyre 123rd year of Ascendancy at 23:54 Killed by Islirarin the orc summoner at level 45 on the 5th Allure 124th year of Ascendancy at 09:51 Killed by Gossra the orc high pyromancer at level 45 on the 5th Allure 124th year of Ascendancy at 10:25 |
Primary Stats
| Strength | 39 (base 11) |
| Dexterity | 126 (base 61) |
| Constitution | 32 (base 18) |
| Magic | 86 (base 60) |
| Willpower | 89 (base 48) |
| Cunning | 67 (base 8) |
Resources
| Life | -148/1257 |
| Paradox | 397 |
| Healing Factor | 1 |
| Regeneration | 1.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | +10% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 28.492529975434 |
| See Invisible | 28.492529975434 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 82 |
| Crit Chance | 43% |
| APR | 41 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 62.25 |
| Crit Chance | 20% |
| Speed | 0.90909090909091 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 58.366666666667 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 61.862621757722 |
| Ranged Defense | 61.862621757722 |
| Fatigue | 0 |
| Physical Save | 55.691666666667 |
| Spell Save | 59.491666666667 |
| Mental Save | 57.275 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 40% |
| Fear Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 14% for 8 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 17 for 7 turns. While Heroism is active, you will only die when reaching -812 life. However, when below 0 you cannot see how much life you have left. 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.43 nature damage per turn for 7 turns, and reducing the target's healing received by 59%. The sudden stream of natural forces also strips you of one random detrimental magical effect. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 15.60 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost sun paladin from death by orc archer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 643. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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! | 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 | Anydunagrim the pair of hardened leather boots (0 def, 3 armour) Anydunagrim the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +18% acid Changes resistances penetration: +10% acid Changes damage: +3% acid Physical save: +13 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +14 (+4 eff.) Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | plaguebringer's quiver of dragonbone arrows of warping (25/25, 162% power, 18 apr) plaguebringer's quiver of dragonbone arrows of warping (25/25, 162% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 25 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +13 blight / +15 temporal / +10 physical Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 30.55 cold damage and 45.83 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. The set is complete. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Changes damage: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +40% Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Casting speed: +10% Reduces paradox anomalies(equivalent to willpower): +25 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 111 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Holathandur the voratun ring Holathandur the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +16 Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +8 Dex / +7 Wil / +15 Cun Changes resistances: +6% cold Changes damage: +6% acid Mental save: +9 (+3 eff.) Disarm immunity: +10% Mindpower: +15 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Urthol's ring Urthol's ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 29% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +7 Cun / +15 Dex Changes resistances: +20% blight Changes resistances penetration: +5% mind Changes damage: +20% blight Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Physical save: +18 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Maximum life: +10.00 Infravision radius: +3 Rings can have magical properties. |
| Around waist | Urthol's belt Urthol's beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -9% Damage when hit (Melee): 4 blight / 4 mind Changes stats: +6 Dex / +3 Mag / +5 Wil / +7 Cun Changes resistances: +14% cold / +15% fire Critical mult.: +15.00% Maximum encumbrance: +57 Mental save: +15 (+4 eff.) Vim when firing critical spell: +1.00 Maximum life: +94.00 Maximum mana: +20.00 Mental crit. chance: +14% Damage Shield penetration: +20% A belt that goes around your waist. |
| In main hand | keeper's dragonbone longbow of acid keeper's dragonbone longbow of acidRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 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: +10 Damage (Ranged): +9 acid When wielded/worn: Changes resistances penetration: +10% physical / +10% temporal Changes damage: +20% acid / +14% physical / +13% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | drakeskin leather gloves 'Chalorath' (0 def, 3 armour) drakeskin leather gloves 'Chalorath' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 19 temporal Changes stats: +2 Dex Changes resistances: +15% temporal Changes damage: +10% temporal Critical mult.: +9.00% Physical save: +25 (+7 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. The set is complete. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 4/50) : Effective talent level: 1.2 Power cost: 50 out of 4/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Duriromista (8 def, 5 armour) Duriromista (8 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 mind Changes stats: +1 Cun / +2 Dex Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +13 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Huridin the Brightclash Huridin the BrightclashInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +20 (+5 eff.) Fatigue: -7% Damage when hit (Melee): 12 fire Changes stats: +13 Str / +19 Dex / +10 Wil / +8 Cun / +8 Con / +12 Lck Changes damage: +3% fire Life regen: +1.00 Stamina each turn: +1.10 Movement speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Inventory
wild infusion (resist 13%; cure magical) wild infusion (resist 13%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 magical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 17%; cure mental) wild infusion of the warrior (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 effect and reduce all damage taken by 17% for 5 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. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (98 cold damage; 43 apply power)biting gale rune of the warrior (98 cold damage; 43 apply power) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 97.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 43. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength 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. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of perfection (0.40 Chronomancy / Stasis,0.40 Technique / Combat training)enraging voratun amulet of perfection (0.40 Chronomancy / Stasis,0.40 Technique / Combat training) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +10% physical Talent masteries: +0.40 Chronomancy / Stasis +0.40 Technique / Combat training Combat speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.97 cold and 28.45 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's stralite ring of fire (+30%) marksman's stralite ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Changes resistances: +30% fire Changes damage: +15% fire Rings can have magical properties. |
rogue's stralite ring of light (+26%) rogue's stralite ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
solipsist's stralite ring of warding solipsist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +15% acid / +16% fire / +10% lightning / +13% cold Mindpower: +8 (+2 eff.) Rings can have magical properties. |
titan's stralite ring of pilfering titan's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Defense: +11 (+3 eff.) Changes stats: +4 Con Physical save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
treant's stralite ring of frost (+9%) treant's stralite ring of frost (+9%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% blight / +32% cold / +9% nature Changes damage: +16% cold Poison immunity: +15% Disease immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. projecting living mindstar of venom (113% power, 40 apr, nature damage)projecting living mindstar of venom (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 acid Changes resistances: +14% acid Changes resistances penetration: +8% acid Changes damage: +13% lightning / +15% fire / +20% cold / +9% acid Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Life regen: +2.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. void walker's dragonbone starstaff of greater warding (136% power, 6 apr, temporal element)void walker's dragonbone starstaff of greater warding (136% power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Changes resistances: +13% darkness / +11% temporal Maximum wards: +3 temporal Changes damage: +30% temporal Talents granted: +1 Command Staff +4 Ward Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +22 Resist all after a teleport: +25% New effects duration reduction after a teleport: +33% Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of evisceration (167% power, 16 apr)orichalcum trident of evisceration (167% power, 16 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 167% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
miasmic reinforced leather armour of acid resistance (4 def, 7 armour) miasmic reinforced leather armour of acid resistance (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +14 Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 7 acid Changes resistances: +44% acid / +13% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. gloomy voratun shield (12 def, 3 armour, 199 block)gloomy voratun shield (12 def, 3 armour, 199 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 26% chance to cause random gloom Talent granted: +5 Block Handheld deflection devices. |
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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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 (142 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
This item will automatically be transmogrified when you leave the level. Gebrewen the dragonbone wand of conjuration [power 493] (10 cooldown)Gebrewen the dragonbone wand of conjuration [power 493] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +9% light / +3% physical Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% acid Talent granted: +1 Ward Cut immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element (dam 246-493), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of trap destruction [power 78] (15 cooldown) volcanic elven-wood wand of trap destruction [power 78] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to disarm traps (78 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Venser the Higher Temporal Warden level 27
10th Decay 122nd year of Ascendancy at 05:10 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Venser the Higher Temporal Warden level 35
66th Regrowth 123rd year of Ascendancy at 00:09 see stats
Against all odds
Killed Ukruk in the ambush.By Venser the Higher Temporal Warden level 25
64th Haze 122nd year of Ascendancy at 14:18 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Venser the Higher Temporal Warden level 43
46th Haze 123rd year of Ascendancy at 12:29 see stats
Arachnophobia
Destroyed the spydric menace.By Venser the Higher Temporal Warden level 31
26th Regrowth 123rd year of Ascendancy at 19:26 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Venser the Higher Temporal Warden level 36
67th Regrowth 123rd year of Ascendancy at 08:05 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Venser the Higher Temporal Warden level 41
78th Pyre 123rd year of Ascendancy at 18:15 see stats
Brave new world
Went to the Far East and took part in the war.By Venser the Higher Temporal Warden level 30
23rd Regrowth 123rd year of Ascendancy at 15:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By Venser the Higher Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 07:30 see stats
Clone War
Destroyed your own Shade.By Venser the Higher Temporal Warden level 43
36th Haze 123rd year of Ascendancy at 11:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Venser the Higher Temporal Warden level 13
9th Dusk 122nd year of Ascendancy at 10:39 see stats
Destroyer of the creation
Killed Slasul.By Venser the Higher Temporal Warden level 33
43rd Regrowth 123rd year of Ascendancy at 21:27 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Venser the Higher Temporal Warden level 29
18th Regrowth 123rd year of Ascendancy at 04:18 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Venser the Higher Temporal Warden level 17
16th Haze 122nd year of Ascendancy at 20:54 see stats
Exterminator
Killed 1000 creatures.By Venser the Higher Temporal Warden level 17
16th Haze 122nd year of Ascendancy at 18:57 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Venser the Higher Temporal Warden level 20
46th Haze 122nd year of Ascendancy at 04:44 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Venser the Higher Temporal Warden level 45
4th Allure 124th year of Ascendancy at 12:02 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Venser the Higher Temporal Warden level 17
12nd Haze 122nd year of Ascendancy at 05:32 see stats
Impossible Death
Got killed by your future self.By Venser the Higher Temporal Warden level 18
18th Haze 122nd year of Ascendancy at 11:40 see stats
Level 10
Got a character to level 10.By Venser the Higher Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 06:40 see stats
Level 20
Got a character to level 20.By Venser the Higher Temporal Warden level 20
19th Haze 122nd year of Ascendancy at 13:25 see stats
Level 30
Got a character to level 30.By Venser the Higher Temporal Warden level 30
18th Regrowth 123rd year of Ascendancy at 12:47 see stats
Level 40
Got a character to level 40.By Venser the Higher Temporal Warden level 40
74th Pyre 123rd year of Ascendancy at 19:02 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Venser the Higher Temporal Warden level 43
64th Haze 123rd year of Ascendancy at 07:39 see stats
Orcrist
Killed the leaders of the Orc Pride.By Venser the Higher Temporal Warden level 38
30th Pyre 123rd year of Ascendancy at 05:03 see stats
Paradoxology
Both killed your future self and got killed by your future self.By Venser the Higher Temporal Warden level 18
18th Haze 122nd year of Ascendancy at 11:40 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Venser the Higher Temporal Warden level 34
57th Regrowth 123rd year of Ascendancy at 02:42 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Venser the Higher Temporal Warden level 13
25th Dusk 122nd year of Ascendancy at 18:55 see stats
Size is everything
Did over 1500 damage in one attack.By Venser the Higher Temporal Warden level 33
55th Regrowth 123rd year of Ascendancy at 04:40 see stats
Size matters
Did over 600 damage in one attack.By Venser the Higher Temporal Warden level 30
24th Regrowth 123rd year of Ascendancy at 10:15 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Venser the Higher Temporal Warden level 29
18th Regrowth 123rd year of Ascendancy at 05:32 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Venser the Higher Temporal Warden level 17
12nd Haze 122nd year of Ascendancy at 06:23 see stats
That was close
Killed your target while having only 1 life left.By Venser the Higher Temporal Warden level 26
65th Haze 122nd year of Ascendancy at 22:40 see stats
The Arena
Unlocked Arena mode.By Venser the Higher Temporal Warden level 8
5th Mirth 122nd year of Ascendancy at 15:45 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Venser the Higher Temporal Warden level 37
12nd Pyre 123rd year of Ascendancy at 22:07 see stats
The secret city
Discovered the truth about mages.By Venser the Higher Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 07:10 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Venser the Higher Temporal Warden level 39
54th Pyre 123rd year of Ascendancy at 21:55 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Venser the Higher Temporal Warden level 28
8th Allure 123rd year of Ascendancy at 21:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Venser the Higher Temporal Warden level 20
19th Haze 122nd year of Ascendancy at 22:58 see stats
Unstoppable
Returned from the dead.By Venser the Higher Temporal Warden level 45
5th Allure 124th year of Ascendancy at 09:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Venser the Higher Temporal Warden level 24
63rd Haze 122nd year of Ascendancy at 18:53 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Venser the Higher Temporal Warden level 4
78th Pyre 122nd year of Ascendancy at 13:47 see stats
Log
Talent Wormhole is ready to use.
Gossra the orc high pyromancer's Fireflash hits Venser for 128 fire damage.
Venser casts Arrow Echoes.
Gossra the orc high pyromancer's cleansing fire area effect hits Venser for 11 fire damage.
Gossra the orc high pyromancer's cleansing fire area effect hits Venser for 11 fire damage.
Talent Weapon Folding is ready to use.
Talent Phase Pulse is ready to use.
Talent Arrow Stitching is ready to use.
Talent Blink Blade is ready to use.
Gossra the orc high pyromancer speeds up.
Gossra the orc high pyromancer casts Blastwave.
Venser is on fire!
Venser resists the punch!
Gossra the orc high pyromancer slows down.
Gossra the orc high pyromancer hits Venser for 27 fire damage.
You time travel to a quiet place.
Venser is no longer out of phase.
Burning from Gossra the orc high pyromancer hits Venser for 9 fire damage.
Venser retunes the fabric of spacetime.
Burning from Gossra the orc high pyromancer hits Venser for 10 fire damage.
Talent Meteoric Crash is ready to use.
Burning from Gossra the orc high pyromancer hits Venser for 10 fire damage.
You are brought back from your repreive!
Gossra the orc high pyromancer casts Phase Door.
Saving game...
