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 | 35 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Emeledawe the master vampire at level 28 on the 45th Pyre 123rd year of Ascendancy at 10:50 5 / 2Killed by overpowered greater multi-hued wyrm at level 32 on the 71st Pyre 123rd year of Ascendancy at 10:17 |
Primary Stats
| Strength | 63 (base 15) |
| Dexterity | 72 (base 44) |
| Constitution | 42 (base 27) |
| Magic | 45.206737785047 (base 24) |
| Willpower | 65 (base 58) |
| Cunning | 26 (base 10) |
Resources
| Mana | 449/459 |
| Psi | 156/175 |
| Life | 999/1007 |
| Stamina | 252/257 |
| Paradox | 275 |
| Healing Factor | 1.57 |
| Regeneration | 7.3005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +27.04268076069% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 69 |
| Crit Chance | 9% |
| APR | 28 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 37.603368892523 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.3 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.4 (89.859154929577%) |
| Defense | 38.85 |
| Ranged Defense | 38.85 |
| Fatigue | 37 |
| Physical Save | 51.208333333333 |
| Spell Save | 44.218032003271 |
| Mental Save | 56.241666666667 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
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 474 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 507 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Speed Control | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| 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 |
| 4/5 |
| Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Strength of Purpose |
| talent | Quantum Feed |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
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 Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)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 Shardskin. * 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 girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 385. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 |
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 killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
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! 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 | pair of dwarven-steel boots 'Fulirin' (0 def, 6 armour) =keep= pair of dwarven-steel boots 'Fulirin' (0 def, 6 armour) =keep=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Dex / +5 Cun / +3 Con Changes resistances: +5% arcane Physical save: +12 Mental save: +25 Knockback immunity: +20% Life regen: +2.40 Healing mod.: +16% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Gloreth the quiver of dragonbone arrows (20/20, 55-77 power, 18 apr) Gloreth the quiver of dragonbone arrows (20/20, 55-77 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * 40% chance to disease Damage (Ranged): +4 blight / +16 mind Burst (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
| Light source | Umbraphage =keep= Umbraphage =keep=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour) =keep= Steel Helm of Garkul (0 def, 6 armour) =keep=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 | The Bladed Rift =keep= The Bladed Rift =keep=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | marksman's stralite ring of misery =keep= marksman's stralite ring of misery =keep=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Effects on melee hit: * 13% chance to cause random insanity Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 13 bleed Changes stats: +1 Cun / +7 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| On fingers | rogue's gold ring of pilfering =keep= rogue's gold ring of pilfering =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +10 Defense: +16 Changes stats: +4 Cun 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 | 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. |
| In main hand | Lisurin LisurinRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +28 nature When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% all Changes resistances penetration: +10% nature Changes damage: +6% arcane Grants telepathy: Humanoid/Orc Maximum psi: +20.00 Longbows are used to shoot arrows at your foes. |
| On hands | restful hardened leather gloves of dexterity (+3) (0 def, 2 armour) restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +2 Changes stats: +3 Dex Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +18.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fortifying stralite plate armour of command (16 def, 19 armour) fortifying stralite plate armour of command (16 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +16 Fatigue: +26% Changes stats: +4 Str / +4 Cun / +4 Con Mental save: +14 Maximum life: +57.00 A suit of armour made of metal plates. |
| Cloak | marshal's cashmere cloak of the voidstalker (2 def, 0 armour) =keep= marshal's cashmere cloak of the voidstalker (2 def, 0 armour) =keep=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +3 Con Changes resistances: +18% darkness / +15% temporal Physical save: +10 Maximum life: +60.00 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% 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 | steel amulet of healing =keep= steel amulet of healing =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 298 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Withering Orbs =keep= Withering Orbs =keep=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's stralite amulet of manastreaming =keep= savior's stralite amulet of manastreaming =keep=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Physical save: +10 Spell save: +11 Mental save: +14 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +32.00 Amulets can have magical properties. |
Mighty Girdle =keep= Mighty Girdle =keep=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
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. |
Brenogen the Healpeal (23/23, 35-49 power, 10 apr) Brenogen the Healpeal (23/23, 35-49 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Nature Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn Damage (Ranged): +4 nature Burst (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Adera the dwarven-steel pickaxe (dig speed 24 turns) =keep= Adera the dwarven-steel pickaxe (dig speed 24 turns) =keep=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes stats: +2 Str Physical save: +3 Only die when reaching: -60.00 life Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 285/400. 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. |
Rod of Spydric Poison (3/3) =keep= Rod of Spydric Poison (3/3) =keep=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
psionic stralite torque of kinetic psionic shield [power 113] (20 cooldown) psionic stralite torque of kinetic psionic shield [power 113] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 113 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of clear mind [power 1] (7 cooldown) quick dwarven-steel torque of clear mind [power 1] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, placing all other charms into a 7 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield [power 99] (20 cooldown) stralite torque of thermal psionic shield [power 99] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of psychoportation [power 45] (30 cooldown) telekinetic stralite torque of psychoportation [power 45] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 45), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Strikespawner [power 145] (20 cooldown) =keep= Strikespawner [power 145] (20 cooldown) =keep=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 lightning Changes resistances: +3% lightning Changes resistances penetration: +10% nature It can be used to heal the target for 145, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Burning Star =keep= Burning Star =keep=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Marty the Skeleton Temporal Warden level 27
80th Regrowth 123rd year of Ascendancy at 03:22 see stats
Against all odds
Killed Ukruk in the ambush.By Marty the Skeleton Temporal Warden level 26
78th Regrowth 123rd year of Ascendancy at 13:31 see stats
Arachnophobia
Destroyed the spydric menace.By Marty the Skeleton Temporal Warden level 30
56th Pyre 123rd year of Ascendancy at 00:30 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 Marty the Skeleton Temporal Warden level 32
71st Pyre 123rd year of Ascendancy at 08:22 see stats
Brave new world
Went to the Far East and took part in the war.By Marty the Skeleton Temporal Warden level 29
52nd Pyre 123rd year of Ascendancy at 17:55 see stats
Bringer of Doom
Killed a Bringer of Doom.By Marty the Skeleton Temporal Warden level 24
68th Regrowth 123rd year of Ascendancy at 18:46 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Marty the Skeleton Temporal Warden level 15
54th Dusk 122nd year of Ascendancy at 16:41 see stats
Destroyer of the creation
Killed Slasul.By Marty the Skeleton Temporal Warden level 31
66th Pyre 123rd year of Ascendancy at 03:15 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Marty the Skeleton Temporal Warden level 28
41st Pyre 123rd year of Ascendancy at 06:02 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Marty the Skeleton Temporal Warden level 29
49th Pyre 123rd year of Ascendancy at 15:05 see stats
Exterminator
Killed 1000 creatures.By Marty the Skeleton Temporal Warden level 14
39th Dusk 122nd year of Ascendancy at 14:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marty the Skeleton Temporal Warden level 22
34th Regrowth 123rd year of Ascendancy at 23:30 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Marty the Skeleton Temporal Warden level 31
66th Pyre 123rd year of Ascendancy at 05:14 see stats
Guiding Hand
Saved all escorted adventurers.By Marty the Skeleton Temporal Warden level 27
38th Pyre 123rd year of Ascendancy at 02:45 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 19
4th Regrowth 123rd year of Ascendancy at 16:24 see stats
Level 10
Got a character to level 10.By Marty the Skeleton Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 22:26 see stats
Level 20
Got a character to level 20.By Marty the Skeleton Temporal Warden level 20
16th Regrowth 123rd year of Ascendancy at 17:21 see stats
Level 30
Got a character to level 30.By Marty the Skeleton Temporal Warden level 30
53rd Pyre 123rd year of Ascendancy at 11:52 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Marty the Skeleton Temporal Warden level 28
45th Pyre 123rd year of Ascendancy at 02:57 see stats
Paradoxology
Both killed your future self and got killed by your future self.By Marty the Skeleton Temporal Warden level 21
24th Regrowth 123rd year of Ascendancy at 06:53 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Marty the Skeleton Temporal Warden level 22
50th Regrowth 123rd year of Ascendancy at 09:54 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 25
73rd Regrowth 123rd year of Ascendancy at 05:47 see stats
Self-killer
Killed your future self.By Marty the Skeleton Temporal Warden level 21
24th Regrowth 123rd year of Ascendancy at 06:53 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Marty the Skeleton Temporal Warden level 29
48th Pyre 123rd year of Ascendancy at 10:41 see stats
The Arena
Unlocked Arena mode.By Marty the Skeleton Temporal Warden level 9
2nd Summertide 122nd year of Ascendancy at 06:08 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Marty the Skeleton Temporal Warden level 21
25th Regrowth 123rd year of Ascendancy at 01:46 see stats
The secret city
Discovered the truth about mages.By Marty the Skeleton Temporal Warden level 10
6th Flare 122nd year of Ascendancy at 10:00 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Marty the Skeleton Temporal Warden level 33
46th Dusk 123rd year of Ascendancy at 08:42 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Marty the Skeleton Temporal Warden level 16
76th Dusk 122nd year of Ascendancy at 08:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Marty the Skeleton Temporal Warden level 30
53rd Pyre 123rd year of Ascendancy at 13:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Marty the Skeleton Temporal Warden level 15
69th Dusk 122nd year of Ascendancy at 11:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Marty the Skeleton Temporal Warden level 25
77th Regrowth 123rd year of Ascendancy at 23:49 see stats
Log
There is an item here: stralite waraxe 'Hathadorek' (30-42 power, 5 apr)
There is an item here: plaguebringer's stralite waraxe of rage (28.5-39.9 power, 5 apr)
There is an item here: undeterred pair of iron boots of uncanny dodging (3 def, 3 armour)
There is an item here: grounding pair of drakeskin leather boots of evasion (14 def, 5 armour)
There is an item here: warded dwarven-steel torque of charged psionic shield [power 75] (20 cooldown)
Ran for 3 turns (stop reason: terrain change on left side).
Marty deactivates Strength of Purpose.
Marty activates Strength of Purpose.
Marty deactivates Quantum Feed.
Marty activates Quantum Feed.
Marty deactivates Premonition.
Marty activates Premonition.
Marty deactivates Chant of Fortress.
Marty activates Chant of Fortress.
Marty deactivates Weapon Folding.
Marty activates Weapon Folding.
Marty deactivates Strength of Purpose.
Marty activates Strength of Purpose.
Marty deactivates Quantum Feed.
Marty activates Quantum Feed.
Marty deactivates Premonition.
Marty activates Premonition.
Marty deactivates Chant of Fortress.
Marty activates Chant of Fortress.
Marty deactivates Weapon Folding.
Marty activates Weapon Folding.
