











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Semi-Roguelike (mild) |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 10 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 10 on the 9th Mirth 122nd year of Ascendancy at 10:25 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 29 (base 25) |
| Constitution | 11 (base 11) |
| Magic | 43 (base 28) |
| Willpower | 21 (base 15) |
| Cunning | 20 (base 10) |
Resources
| Life | -13/239 |
| Paradox | 330 |
| Healing Factor | 1.2097162075846 |
| Regeneration | 0.30242905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10.718466608409 |
| See Invisible | 16.718466608409 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Lightning | +10% |
| Light | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (57.155997060385%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 21 |
| Mental Save | 14 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Darkness | + 6%( 70%) |
| Nature | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Equipment
| On feet | [vs. pair of rough leather boots 'Toxinwar' (0 def, 3 armour) (On feet)]pair of rough leather boots 'Toxinwar' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Changes resistances: +6%(-) darkness Stamina each turn: +0.30 (-) Maximum stamina: +10.00 (-) Healing mod.: +5% (-) A pair of boots made of leather. |
| Quiver | [vs. quiver of elm arrows of wind (17/18, 14-19 power, 5 apr) (Quiver)]quiver of elm arrows of wind (17/18, 14-19 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 18 (-) On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Travel speed: +200% (-) Arrows are used with bows to pierce your foes to death. |
| On hands | [vs. rough leather gloves 'Goruirion' (0 def, 1 armour) (On hands)]rough leather gloves 'Goruirion' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str / +1(-) Dex / +4(-) Cun Vim when firing critical spell: +1.00 (-) See invisible: +6 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.97 to 77.92 lightning damage (51.94 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
| Main armor | [vs. Spinal Cage (5 def, 8 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +5 (+3 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Dex Changes resistances: +15%(-) physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 36.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| In main hand | [vs. elm longbow (In main hand, 1 of 2)]elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +6 (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | [vs. enveloping linen cloak of Eldoral (6 def, 0 armour) (Cloak)]enveloping linen cloak of Eldoral (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Physical save: +5 (+5 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 | [vs. Glimmerrot the copper amulet (Around neck)]Glimmerrot the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage (Melee): 0(-20) item expose Changes damage: +6%(-) light Talent masteries: +0.11(-) Chronomancy / Threaded Combat Amulets make your neck look great! |
Inventory
[vs. Glimmerrot the copper amulet (Around neck)]copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose Changes damage: +0%(-6%) light Talent mastery: +0.00(-0.11) Chronomancy / Threaded Combat Amulets make your neck look great! |
[vs. elm longbow (In main hand, 1 of 2)]Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 101.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (202). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]iron longsword (12-16 power, 2 apr) Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+11.5 - +16.1) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]iron mace of daylight (14-20 power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6(+14.0 - +19.6) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (Melee): +5 light Damage against: +7% Undead Blunt and deadly. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]Tempestripper (19-27 power, 2 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6(+19.0 - +26.6) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes damage: +6% lightning Hate when firing a critical mind attack: +2.00 One-handed war axes. Tap to cycle through comparison choices |
[vs. elm longbow (In main hand, 1 of 2)]flaming iron waraxe of massacre (17-24 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8(+17.0 - +23.8) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +5 fire One-handed war axes. Tap to cycle through comparison choices |
[vs. quiver of elm arrows of wind (17/18, 14-19 power, 5 apr) (Quiver)]quiver of elm arrows (15/15, 15-21 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0(+1.5 - +2.1) Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 15 (-3) On weapon hit: - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Travel speed: +0% (-200%) Arrows are used with bows to pierce your foes to death. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)]rejuvenating rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +3 (+2 eff.) (-2 (-1 eff.)) Fatigue: +6% (+3%) Changes stats: +0(-2) Dex Changes resistances: +0%(-15%) physical Life regen: +2.20 Stamina each turn: +0.50 A suit of armour made of leather. |
[vs. Spinal Cage (5 def, 8 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +3 (+2 eff.) (-2 (-1 eff.)) Fatigue: +6% (+3%) Changes stats: +0(-2) Dex Changes resistances: +0%(-15%) physical A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Healing mod.: +0% (-15%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
5 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. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
[vs. The Cog (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +0(-3) Wil / +0(-5) Cun / +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. |
[vs. The Cog (Tool)]Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4(+1) Wil / +0(-5) Cun / +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
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 Activation costs 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. |
Achievements
Level 10
Got a character to level 10.By Alexy the Cornac Temporal Warden level 10
8th Mirth 122nd year of Ascendancy at 20:09 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Alexy the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 02:07 see stats
Log
Alexy casts Invigorate.
Alexy is invigorated.
Your summoned Alexy's temporal clone disappears.
Forest Troll Hedge-Wizard reflects damage back to Alexy!
Alexy hits Forest Troll Hedge-Wizard for (16 absorbed), 0 lightning (0 total damage).
Forest Troll Hedge-Wizard hits Alexy for 16 reflected damage.
Electric eel casts Lightning.
Forest Troll Hedge-Wizard reflects damage back to Temporal hound!
Temporal hound hits Forest Troll Hedge-Wizard for (17 absorbed), 0 temporal, (17 absorbed), 0 physical (0 total damage).
Forest Troll Hedge-Wizard hits Temporal hound for 17 reflected, 17 reflected (34 total damage).
Electric eel hits Alexy for 58 lightning damage.
Electric eel hits Temporal hound for 64 lightning damage.
Forest Troll Hedge-Wizard misses Temporal hound.
Forest Troll Hedge-Wizard reflects damage back to Alexy!
Alexy hits Forest Troll Hedge-Wizard for (16 absorbed), 0 lightning (0 total damage).
Alexy hits Bill the Stone Troll for 16 lightning damage.
Forest Troll Hedge-Wizard hits Alexy for 16 reflected damage.
Alexy uses Infusion: Regeneration.
Alexy starts regenerating health quickly.
Temporal hound performs a melee critical strike against Forest Troll Hedge-Wizard!
Forest Troll Hedge-Wizard reflects damage back to Temporal hound!
Forest Troll Hedge-Wizard hits Temporal hound for 24 reflected, 24 reflected (48 total damage).
Temporal hound hits Forest Troll Hedge-Wizard for (24 absorbed), 0 temporal, (24 absorbed), 0 physical (0 total damage).
Bill the Stone Troll is less vulnerable.
Forest Troll Hedge-Wizard reflects damage back to Alexy!
Alexy hits Forest Troll Hedge-Wizard for (16 absorbed), 0 lightning (0 total damage).
Alexy hits Bill the Stone Troll for 16 lightning damage.
Forest Troll Hedge-Wizard hits Alexy for 16 reflected damage.
Alexy the level 10 cornac temporal warden was battered to death by Forest Troll Hedge-Wizard on level 4 of Trollmire.













































































