Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 18 / 60% |
Size | medium |
Lifes / Deaths | Killed by Gyssra the stone troll at level 7 on the 42nd Dusk 122nd year of Ascendancy at 15:53 0 / 6Killed by Isunor the crimson crystal at level 9 on the 4th Haze 122nd year of Ascendancy at 05:33 Killed by thought-forged defender at level 11 on the 18th Haze 122nd year of Ascendancy at 08:18 Killed by giant spider at level 14 on the 32nd Haze 122nd year of Ascendancy at 00:14 Killed by The Possessed at level 16 on the 57th Haze 122nd year of Ascendancy at 07:05 Killed by Minotaur of the Labyrinth at level 18 on the 66th Regrowth 123rd year of Ascendancy at 06:32 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 14 (base 13) |
Constitution | 12 (base 10) |
Magic | 46 (base 36) |
Willpower | 53 (base 33) |
Cunning | 11 (base 10) |
Resources
Life | -85/309 |
Stamina | 208/208 |
Paradox | 308 |
Healing Factor | 1.46 |
Regeneration | 0.365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +49.399589824124% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 12 |
See Invisible | 10 |
Offense: Mainhand
Damage | 26 |
Accuracy | 6 |
Crit Chance | 15% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47.333333333333 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 32.75 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 11.2 (30%) |
Defense | 9.4 |
Ranged Defense | 9.4 |
Fatigue | 7 |
Physical Save | 31.825 |
Spell Save | 41.55 |
Mental Save | 25.7 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Bleed Resistance | 40% |
Blind Resistance | 42% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 154 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 13% for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Archery - bows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.23 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Time Travel | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Strength of Purpose |
talent | Displace Damage |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target's combat ability is reduced, reducing its attack by 9. Sunder Arms |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (5). Armor Corroded |
beneficial effect | The target is recovering 13 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 |
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 grave | active |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 must explore the morass. | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * '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.' | 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 within10 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 | Porythra the pair of iron boots (0 def, 3 armour) Porythra the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag Changes resistances: +6% lightning / +6% temporal Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +4 See stealth: +7 See invisible: +5 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. |
On head | Armedradir the iron helm (0 def, 3 armour) Armedradir the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% temporal Changes damage: +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Amoneg [power 151] (9/9 cooldown) Amoneg [power 151] (9/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag Spell save: +20 Maximum mana: +20.00 It can be used to fire a bolt of a random element (dam 76-151), placing all other charms into a 9 cooldown. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Ulfalin' steel ring 'Ulfalin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +8 Armour: +4 Defense: +7 Effects on melee hit: * 20% chance to disease Changes stats: +2 Str Blindness immunity: +21% Spellpower: +2 Infravision radius: +3 See stealth: +5 See invisible: +5 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Amibers the elven-wood vilestaff (25-30 power, 5 apr, temporal element) Amibers the elven-wood vilestaff (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] 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% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +16 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances penetration: +15% temporal Changes damage: +25% temporal Talent granted: +1 Command Staff Mana each turn: +0.22 Vim when firing critical spell: +3.00 Maximum mana: +58.00 Maximum vim: +19.00 Spellpower: +18 Spell crit. chance: +12% It can be used to project damage in a circle from the staff, placing all other charms into a 9 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | Zanimakath (0 def, 1 armour) Zanimakath (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Changes resistances: +5% arcane Critical mult.: +5.00% Physical save: +11 Spell save: +4 Mental save: +4 Spellpower: +2 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | woollen robe 'Splendourrend' (0 def, 0 armour) woollen robe 'Splendourrend' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +6% light Changes damage: +7% all Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +4 Wil / +4 Mag Spell save: +6 Maximum mana: +41.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Olarion the steel amulet Olarion the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +11% light / +12% darkness Talent mastery: +0.13 Chronomancy / Speed Control Blindness immunity: +21% Cut immunity: +40% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +4 Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 175 over 5 turns) regeneration infusion of the duelist (heal 175 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Dexterity 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. |
clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% mind Confusion immunity: +20% Amulets can have magical properties. |
steel amulet 'Radiancerot' steel amulet 'Radiancerot'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances penetration: +15% light Life regen: +1.30 Light radius: +2 Amulets can have magical properties. |
steel amulet 'Singevice' steel amulet 'Singevice'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% fire / +5% arcane / +13% temporal Changes damage: +6% fire Pinning immunity: +26% Knockback immunity: +23% Amulets can have magical properties. |
Mayiseda the Lightningstreaker Mayiseda the LightningstreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +6% acid Changes resistances penetration: +5% lightning Talent masteries: +0.28 Chronomancy / Time Travel +0.28 Cunning / Survival Amulets can have magical properties. |
Zubamikira the ash starstaff (15-18 power, 3 apr, temporal element) Zubamikira the ash starstaff (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 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% On weapon hit: * 20% chance to gain 10% of a turn When wielded/worn: Accuracy: +6 Physical crit. chance: +7.0% Physical power: +5 Armour: +3 Armour Hardiness: +4% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +8.00% Physical save: +4 Spellpower: +12 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of illumination (25-30 power, 5 apr, temporal element) elven-wood starstaff of illumination (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Infused by nature 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: Defense: +6 Effects on melee hit: * 9% chance to blind Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Light radius: +2 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 66.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
grounding hardened leather belt of the mystic grounding hardened leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +10% temporal Mental save: +8 Spellpower: +3 A belt that goes around your waist. |
Scaldhue the linen cloak (1 def, 0 armour) Scaldhue the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when hit (Melee): 8 fire Changes stats: +2 Wil / +2 Mag Spell save: +6 Maximum mana: +45.00 Light radius: +3 Infravision radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
woollen robe 'Glimmerweeper' (2 def, 3 armour) woollen robe 'Glimmerweeper' (2 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 Changes resistances: +12% mind / +10% physical Changes damage: +12% light / +10% physical / +3% arcane / +12% mind Physical save: +16 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zaneregoregorn the pair of rough leather boots (0 def, 1 armour) Zaneregoregorn the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 blight Changes stats: +7 Lck / +3 Dex Stealth bonus: +6 Mana each turn: +0.04 Maximum mana: +20.00 Maximum vim: +10.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hellsorrow (0 def, 1 armour) Hellsorrow (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances penetration: +10% fire Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Betiwyn' (0 def, 1 armour) rough leather gloves 'Betiwyn' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes stats: +1 Mag Changes resistances: +5% arcane / +6% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
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. |
iron pickaxe 'Brenotar' (dig speed 19 turns) iron pickaxe 'Brenotar' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes stats: +1 Str Changes resistances: +3% acid / +6% fire / +6% darkness Changes damage: +12% acid / +3% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
Zanarath the ash totem of thorny skin [power 27] (9/18 cooldown) Zanarath the ash totem of thorny skin [power 27] (9/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Life regen: +0.40 Stamina each turn: +0.20 Maximum life: +20.00 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By gawetewt the Shalore Temporal Warden level 17
9th Regrowth 123rd year of Ascendancy at 19:13 see stats
By gawetewt the Shalore Temporal Warden level 10
6th Haze 122nd year of Ascendancy at 18:35 see stats
By gawetewt the Shalore Temporal Warden level 17
40th Regrowth 123rd year of Ascendancy at 03:17 see stats
By gawetewt the Shalore Temporal Warden level 11
14th Haze 122nd year of Ascendancy at 04:05 see stats
By gawetewt the Shalore Temporal Warden level 12
24th Haze 122nd year of Ascendancy at 16:30 see stats
By gawetewt the Shalore Temporal Warden level 16
56th Haze 122nd year of Ascendancy at 07:57 see stats
Log
gawetewt receives 18 healing.
Minotaur of the Labyrinth uses Warshout.
Gawetewt wanders around!.
Gawetewt uses Amoneg [power 151] (9 cooldown)!
gawetewt hits Minotaur of the Labyrinth for 30 fire damage.
Minotaur of the Labyrinth shrugs off the effect 'Slow'!
Gawetewt's temporal slow area effect hits Minotaur of the Labyrinth for 7 temporal damage.
Gawetewt's temporal slow area effect hits Something for 8 temporal damage.
Minotaur of the Labyrinth uses Sunder Arms.
Minotaur of the Labyrinth hits gawetewt for 167 physical, 7 fire (174 total damage).
gawetewt hits Minotaur of the Labyrinth for 1 mind, 2 blight (3 total damage).
gawetewt receives 18 healing.
Gawetewt casts Time Skip.
Minotaur of the Labyrinth resists!
Minotaur of the Labyrinth slows down.
Something teleports some damage to gawetewt!
Gawetewt's temporal slow area effect hits Minotaur of the Labyrinth for 7 temporal damage.
Gawetewt's temporal slow area effect hits gawetewt for 8 teleported damage.
Gawetewt's temporal slow area effect hits Something for (8 teleported), 0 temporal (0 total damage).
Minotaur of the Labyrinth uses Dirty Fighting.
Gawetewt shrugs off the effect 'Stunned'!
Gawetewt is not stunned anymore.
gawetewt resists the stun and Minotaur of the Labyrinth quickly regains its footing!
gawetewt displaces some damage onto Minotaur of the Labyrinth!
Minotaur of the Labyrinth hits gawetewt for 62 physical, 4 fire (66 total damage).
gawetewt hits Minotaur of the Labyrinth for 4 displaced, 1 mind, 2 blight (6 total damage).
Minotaur of the Labyrinth uses Sunder Armour.
Saving game...