Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 29 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 13rd Haze 122nd year of Ascendancy at 07:52 4 / 2Killed by Xerulravena the multi-hued drake at level 29 on the 70th Regrowth 123rd year of Ascendancy at 21:11 |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 68 (base 35) |
| Constitution | 32 (base 19) |
| Magic | 31 (base 23) |
| Willpower | 76 (base 60) |
| Cunning | 19 (base 10) |
Resources
| Mana | 598/598 |
| Psi | 166/166 |
| Life | 712/712 |
| Positive | 13/134 |
| Stamina | 384/384 |
| Paradox | 275 |
| Healing Factor | 1 |
| Regeneration | 3.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61.297808199977% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 64 |
| Crit Chance | 3% |
| APR | 27 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.266666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.24 (76.629213483146%) |
| Defense | 36.15 |
| Ranged Defense | 36.15 |
| Fatigue | 33 |
| Physical Save | 40.85 |
| Spell Save | 40.483333333333 |
| Mental Save | 43.416666666667 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 24% |
| Bleed Resistance | 100% |
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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: 187. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of fire wyrm saliva. * You've found the needed snow giant kidney. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. | active |
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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +32% Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
| Quiver | Polith the quiver of elm arrows (18/18, 12.5-17.5 power, 5 apr) =keep= Polith the quiver of elm arrows (18/18, 12.5-17.5 power, 5 apr) =keep=Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 On weapon hit: * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | void ash wand of clairvoyance [power 10] (6 cooldown) void ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Goryldir GoryldirCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 Armour: +14 Changes stats: +7 Str / +8 Dex / +6 Cun / +4 Con Spell save: +12 Mental save: +25 Equilibrium when hit: +0.12 Maximum stamina: +19.00 Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | conjurer's gold ring of pilfering conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +10 Changes stats: +5 Mag / +5 Wil Spellpower: +7 Activating this item is instant. 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. |
| Around waist | hardened leather belt 'Glitha' =keep= hardened leather belt 'Glitha' =keep=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +13 Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances penetration: +15% physical Stealth bonus: +10 Physical save: +25 A belt that goes around your waist. |
| In main hand | Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Wil Changes damage: +10% temporal Life regen: +2.00 Stamina each turn: +1.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many generations before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | spellstreaming rough leather gloves of archery (0 def, 1 armour) spellstreaming rough leather gloves of archery (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +5 Armour: +1 Changes stats: +3 Cun / +3 Dex Mana each turn: +0.11 Spellpower: +5 Spell crit. chance: +3% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stralite plate armour 'Gloryda' (7 def, 13 armour) stralite plate armour 'Gloryda' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when hit (Melee): 4 acid Changes stats: +3 Str / +1 Mag / +4 Con Changes resistances: +19% acid / +7% physical / +9% cold / +11% lightning / +10% fire Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Disarm immunity: +24% Stun/Freeze immunity: +28% Knockback immunity: +30% Spell crit. chance: +1% A suit of armour made of metal plates. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour) =keep= cashmere cloak of the voidstalker (2 def, 0 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +13% darkness / +15% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +14% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of the eclipse restful copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 5% chance to inflict damage reduction * 5% chance to blind Changes damage: +6% light / +6% darkness Life regen: +1.10 Amulets can have magical properties. |
Inventory
Choker of Dread =keep= Choker of Dread =keep=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
This item will automatically be transmogrified when you leave the level. savage's gold ring of powersavage's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +3 Con Spell save: +12 Maximum stamina: +13.00 Spellpower: +6 Mindpower: +8 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Emotta the stralite greatmaul (53-79.5 power, 3 apr)Emotta the stralite greatmaul (53-79.5 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 nature / +17 temporal When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +3% lightning / +6% temporal / +3% darkness / +3% blight Mental save: +3 Pinning immunity: +5% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword (35-56 power, 2 apr)balanced dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 Defense: +12 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel greatsword (35-56 power, 2 apr)inquisitor's dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Merkul's Second EyeMerkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite mace of ruin (35.5-49.7 power, 5 apr)inquisitor's stralite mace of ruin (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +5 Physical crit. chance: +9.0% Critical mult.: +14.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Siledhekira (32-38.4 power, 5 apr, fire element)Siledhekira (32-38.4 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Changes stats: +2 Wil Changes damage: +32% fire Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower: +16 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of illumination (25-30 power, 5 apr, darkness element)cruel elven-wood starstaff of illumination (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +11 Effects on melee hit: * 9% chance to blind Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, temporal element)yew starstaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters =keep= Girdle of the Calm Waters =keep=Infused 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. |
Cloak of Deception =keep= Cloak of Deception =keep=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour (3 def, 8 armour)spiked dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when hit (Melee): 12 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% A suit of armour made of metal plates. |
high-capacity quiver of yew arrows of erosion (49/49, 30.5-42.7 power, 10 apr) high-capacity quiver of yew arrows of erosion (49/49, 30.5-42.7 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 49 Damage (Ranged): +8 nature / +8 temporal When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of elven-wood arrows (19/19, 41.5-58.1 power, 14 apr)plaguebringer's quiver of elven-wood arrows (19/19, 41.5-58.1 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 19 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease Damage (Ranged): +17 blight Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of yew arrows of crippling (22/22, 36-50.4 power, 10 apr) thought-forged quiver of yew arrows of crippling (22/22, 36-50.4 power, 10 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 19% chance to cause random insanity On weapon crit: * cripple the target Damage (Ranged): +11 mind Arrows are used with bows to pierce your foes to death. |
Ce'Nikira (dig speed 24 turns) =keep= Ce'Nikira (dig speed 24 turns) =keep=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% nature / +6% lightning Only die when reaching: -60.00 life Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =keep= Tooth of the Mouth (dig speed 12 turns) =keep=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 =keep= Rungof's Fang =keep=Infused 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. |
Eye of the Dreaming One =keep= Eye of the Dreaming One =keep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways =keep= Orb of Many Ways =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Rod of Annulment =keep= Rod of Annulment =keep=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) =keep= Rod of Recall (1/1) =keep=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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 =keep= Transmogrification Chest =keep=Powered 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. |
dwarven-steel torque of mindblast [power 209] (6 cooldown) dwarven-steel torque of mindblast [power 209] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 104-209), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of charged psionic shield [power 75] (20 cooldown) hateful dwarven-steel torque of charged psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 22] (19 cooldown) quick dwarven-steel torque of psychoportation [power 22] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 22), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 49] (20 cooldown) steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (10 cooldown) ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of conjuration [power 457] (15 cooldown) overpowered yew wand of conjuration [power 457] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 228-457), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of trap destruction [power 54] (15 cooldown) striking yew wand of trap destruction [power 54] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Strike It can be used to try to disarm traps in a line (disarm power 54), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. warded yew wand of trap destruction [power 62] (15 cooldown)warded yew wand of trap destruction [power 62] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +2 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to try to disarm traps in a line (disarm power 62), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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 Marty the Skeleton Temporal Warden level 23
6th Regrowth 123rd year of Ascendancy at 13:39 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Marty the Skeleton Temporal Warden level 28
65th Regrowth 123rd year of Ascendancy at 08:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Marty the Skeleton Temporal Warden level 5
5th Mirth 122nd year of Ascendancy at 06:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Marty the Skeleton Temporal Warden level 27
53rd Regrowth 123rd year of Ascendancy at 22:41 see stats
Exterminator
Killed 1000 creatures.By Marty the Skeleton Temporal Warden level 15
15th Haze 122nd year of Ascendancy at 12:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marty the Skeleton Temporal Warden level 23
7th Allure 123rd year of Ascendancy at 18:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Marty the Skeleton Temporal Warden level 15
9th Haze 122nd year of Ascendancy at 16:44 see stats
Impossible Death
Got killed by your future self.By Marty the Skeleton Temporal Warden level 17
66th Haze 122nd year of Ascendancy at 11:47 see stats
Level 10
Got a character to level 10.By Marty the Skeleton Temporal Warden level 10
10th Flare 122nd year of Ascendancy at 11:41 see stats
Level 20
Got a character to level 20.By Marty the Skeleton Temporal Warden level 20
76th Haze 122nd year of Ascendancy at 23:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Marty the Skeleton Temporal Warden level 12
6th Dusk 122nd year of Ascendancy at 18:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Marty the Skeleton Temporal Warden level 26
44th Regrowth 123rd year of Ascendancy at 18:13 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Marty the Skeleton Temporal Warden level 29
70th Regrowth 123rd year of Ascendancy at 09:50 see stats
The Arena
Unlocked Arena mode.By Marty the Skeleton Temporal Warden level 6
10th Mirth 122nd year of Ascendancy at 19:08 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Marty the Skeleton Temporal Warden level 19
68th Haze 122nd year of Ascendancy at 04:49 see stats
The secret city
Discovered the truth about mages.By Marty the Skeleton Temporal Warden level 9
7th Flare 122nd year of Ascendancy at 01:01 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Marty the Skeleton Temporal Warden level 10
10th Flare 122nd year of Ascendancy at 21:57 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Marty the Skeleton Temporal Warden level 24
16th Regrowth 123rd year of Ascendancy at 14:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Marty the Skeleton Temporal Warden level 19
76th Haze 122nd year of Ascendancy at 18:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Marty the Skeleton Temporal Warden level 22
5th Decay 122nd year of Ascendancy at 07:55 see stats
Log
Marty loses sight!
Xerulravena the multi-hued drake hits Marty for 180 physical damage.
Marty receives 20 healing.
Marty casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Marty is on fire!
Something hits Marty for 134 fire damage.
Burning from Xerulravena the multi-hued drake hits Marty for 19 fire damage.
Marty receives 20 healing.
Something hits Marty for 188 cold damage.
Marty the level 29 skeleton temporal warden was frozen to death by Xerulravena the multi-hued drake on level 1 of Unremarkable Cave.
You have 4 life(s) left.
Marty deactivates Weapon Folding.
Marty's fate is no longer being spun.
The protective shield of Marty disappears.
Marty deactivates Quantum Feed.
Marty deactivates Premonition.
Marty deactivates Chant of Fortitude.
Marty has finished recovering.
Marty stops burning.
Marty recovers sight.
Marty deactivates Strength of Purpose.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Marty!
Saving done.
