Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 15 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Akaisan the thalore at level 13 on the 8th Dusk 122nd year of Ascendancy at 23:34 2 / 4Killed by Agoor the Bringer of Doom at level 15 on the 76th Dusk 122nd year of Ascendancy at 00:47 Killed by Agoor the Bringer of Doom at level 15 on the 76th Dusk 122nd year of Ascendancy at 01:59 Killed by Dawson at level 15 on the 76th Dusk 122nd year of Ascendancy at 02:04 |
Primary Stats
| Strength | 20 (base 20) |
| Dexterity | 27 (base 17) |
| Constitution | 22 (base 20) |
| Magic | 43 (base 38) |
| Willpower | 20 (base 12) |
| Cunning | 11 (base 10) |
Resources
| Life | 431/431 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 2.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 15.718466608409 |
| See Invisible | 17.718466608409 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.2 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.46 (63.098591549296%) |
| Defense | 23.975 |
| Ranged Defense | 23.975 |
| Fatigue | 17 |
| Physical Save | 14.7 |
| Spell Save | 21.025 |
| Mental Save | 15.85 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 11% |
| Knockback Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| 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
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by Polasetta the black bear. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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 within6 lumberjacks have died. | 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 hardened leather boots 'Isyda' (15 def, 3 armour) pair of hardened leather boots 'Isyda' (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Changes resistances penetration: +5% acid Changes damage: +6% acid Critical mult.: +10.00% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 8 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | Olorerak the Undeathstar (17/17, 19-26.6 power, 7 apr) Olorerak the Undeathstar (17/17, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 40% * 14% chance to cause random gloom Damage (Ranged): +8 nature / +7 mind Arrows are used with bows to pierce your foes to death. |
| On hands | heroic iron gauntlets of dexterity (+3) (0 def, 4 armour) heroic iron gauntlets of dexterity (+3) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +4 Changes stats: +3 Dex Mental save: +5 (+5 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Ebonyblur the dwarven-steel helm (0 def, 4 armour) Ebonyblur the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes resistances: +8% cold / +6% darkness / +3% mind Changes resistances penetration: +5% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | marksman's steel ring of power marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+2 eff.) Changes stats: +2 Dex Spellpower: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Mayuldath' gold ring 'Mayuldath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex / +1 Wil Changes resistances: +12% acid Critical mult.: +5.00% Rings can have magical properties. |
| Around neck | steel amulet of murder steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Critical mult.: +10.00% Amulets can have magical properties. |
| In main hand | Dimrock the ash longbow Dimrock the ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 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 / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% lightning / +6% cold / +6% darkness Knockback immunity: +5% Longbows are used to shoot arrows at your foes. |
| Main armor | rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +18% lightning Life regen: +2.30 Stamina each turn: +0.50 A suit of armour made of mail. |
| Light source | watchleader's brass lantern of health watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Maximum life: +41.00 Light radius: +6 See stealth: +5 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. 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. |
| Around waist | insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% cold / +5% fire Maximum encumbrance: +22 A belt that goes around your waist. |
Inventory
regeneration infusion of the titan (heal 135 over 5 turns) regeneration infusion of the titan (heal 135 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 152 for 3 turns)shielding rune (absorb 152 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Life regen: +1.20 Amulets can have magical properties. |
warrior's copper ring of sensing warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. manaburning steel battleaxe of projection (17-25.5 power, 2 apr)manaburning steel battleaxe of projection (17-25.5 power, 2 apr) Requires: - Magic 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn Damage (Melee): +12 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of massacre (23-29.9 power, 7 apr)balanced dwarven-steel dagger of massacre (23-29.9 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of purging (12-15.6 power, 6 apr)insidious steel dagger of purging (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature / +11 insidious poison Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel greatmaul of crippling (29.5-44.25 power, 2 apr)warbringer's steel greatmaul of crippling (29.5-44.25 power, 2 apr) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +7% physical Disarm immunity: +18% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mighty rough leather sling of acidmighty rough leather sling of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 acid When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of projection (15-18 power, 3 apr, fire element)cruel ash vilestaff of projection (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +8 (+4 eff.) Spell crit. chance: +4% It can be used to project a bolt from the staff (to range 7) dealing 22.92 - 27.51 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe (11.5-16.1 power, 3 apr)steel waraxe (11.5-16.1 power, 3 apr) Requires: - Magic 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. silk robe of time (+11%) (3 def, 0 armour)silk robe of time (+11%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +11% temporal Changes damage: +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour)mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid Changes damage: +11% acid Psi each turn: +0.11 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Manerig (2 def, 4 armour) Manerig (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% acid Changes resistances penetration: +5% acid Changes damage: +6% acid Grants telepathy: Dragon Psi when hit: +0.08 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of the wind (9 def, 4 armour)cured leather armour of the wind (9 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +4 Defense: +9 (+4 eff.) Fatigue: +7% Stamina each turn: +0.60 Chance to avoid any damage: +5% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of lightning resistance (2 def, 4 armour)rejuvenating cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% lightning Life regen: +3.00 Stamina each turn: +0.70 A suit of armour made of leather. |
Gorabar the Soothack (3 def, 13 armour) Gorabar the Soothack (3 def, 13 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of arcane resistance (+10%) (6 def, 2 armour, 37.5 block)flaming steel shield of arcane resistance (+10%) (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 12 fire Changes resistances: +10% arcane Talent granted: +2 Block Handheld deflection devices. |
quiver of elm arrows (18/19, 13-18.2 power, 5 apr) quiver of elm arrows (18/19, 13-18.2 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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. |
alchemist's lamp 'Bethotira' alchemist's lamp 'Bethotira'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% blight Light radius: +6 Damage Shield penetration: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of accuracy (17/17, 20.5-24.6 power, 2 apr)pouch of steel shots of accuracy (17/17, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Dawson the Shalore Temporal Warden level 11
9th Flare 122nd year of Ascendancy at 03:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dawson the Shalore Temporal Warden level 14
29th Dusk 122nd year of Ascendancy at 18:30 see stats
Level 10
Got a character to level 10.By Dawson the Shalore Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 05:44 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dawson the Shalore Temporal Warden level 15
66th Dusk 122nd year of Ascendancy at 15:49 see stats
The Arena
Unlocked Arena mode.By Dawson the Shalore Temporal Warden level 8
6th Mirth 122nd year of Ascendancy at 20:35 see stats
The secret city
Discovered the truth about mages.By Dawson the Shalore Temporal Warden level 13
6th Dusk 122nd year of Ascendancy at 20:44 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Dawson the Shalore Temporal Warden level 4
79th Pyre 122nd year of Ascendancy at 19:27 see stats
Log
Agoor the Bringer of Doom slows down.
Dawson's Singularity Arrow hits Agoor the Bringer of Doom for 56 physical, 3 mind, , (slow 40%), 7 nature (65 total damage).
Agoor the Bringer of Doom is drawn in by the singularity!
Dawson hits Agoor the Bringer of Doom for 93 physical damage.
Dawson stops bleeding.
Dawson has recovered!
Bleeding from Agoor the Bringer of Doom hits Dawson for 40 physical damage.
A part of Agoor the Bringer of Doom's bone shield regenerates.
Dawson casts Arrow Echoes.
You feel the edges of spacetime begin to ripple and bend!
Agoor the Bringer of Doom casts Soul Rot.
Agoor the Bringer of Doom's spell attains critical power!
Agoor the Bringer of Doom resists the mind attack!
Dawson hits Agoor the Bringer of Doom for (4 to bones), 0 mind, 8 mind (8 total damage).
Agoor the Bringer of Doom hits Dawson for 16 blight, 5 light, 10 blight (32 total damage).
Dawson the level 15 shalore temporal warden was plagued to death by Agoor the Bringer of Doom on level 1 of Golem Graveyard.
You have 2 life(s) left.
Dawson slows down.
Dawson stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Agoor the Bringer of Doom killed Dawson!
Connection to online server lost, trying to reconnect.
Connection to online server established.
Saving done.
Ran for 2 turns (stop reason: interesting character).
Saving game...
