Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 34 / 34% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 35 (base 30) |
| Constitution | 59 (base 50) |
| Magic | 65 (base 52) |
| Willpower | 37 (base 12) |
| Cunning | 19 (base 12) |
Resources
| Life | 917/917 |
| Mana | 198/213 |
| Paradox | 250 |
| Healing Factor | 1.63096069869 |
| Regeneration | 11.172080786026 |
Speed
| Mental | -6.8611782921835E-12% |
| Attack | -6.8611782921835E-12% |
| Movement | +36.80425806594% |
| Spell | -6.8611782921835E-12% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 14 |
| See Stealth | 22.727052529412 |
| See Invisible | 37.727052529412 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 48 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 17% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 30 |
| Ranged Defense | 36 |
| Fatigue | 14 |
| Physical Save | 27 |
| Spell Save | 32 |
| Mental Save | 37 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Knockback Resistance | 10% |
| Confusion Resistance | 65% |
| Stun Resistance | 38% |
| Disarm Resistance | 0% |
| Poison Resistance | 15% |
| Blind Resistance | 51% |
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: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.44 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon Folding |
| talent | Premonition |
| talent | Contingency |
| talent | Temporal Hounds |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 |
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 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 1 of Dreadfell) | failed |
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 lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed warg claw. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed giant spider spinneret. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed naga tongue. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Vilequench the pair of hardened leather boots (4 def, 10 armour) Vilequench the pair of hardened leather boots (4 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 16 nature Changes damage: +9% nature / +9% temporal Life regen: +2.40 Infravision radius: +3 Healing mod.: +16% A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of corpselight nightwalker's alchemist's lamp of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +3 Wil Changes resistances: +7% blight / +8% darkness Critical mult.: +16.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 37 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.64 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Tulyhir (0 def, 11 armour) Tulyhir (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 11 physical Changes stats: +1 Mag / +2 Wil Changes resistances penetration: +5% mind Changes damage: +8% physical Spell save: +9 (+4 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Zanoregohek the dwarven-steel pickaxe (dig speed 30 turns) Zanoregohek the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Wil Changes resistances: +11% nature Changes resistances penetration: +5% blight / +10% mind Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.02 cold and 14.12 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Sunnaught SunnaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% mind Changes damage: +6% light / +9% mind Stun/Freeze immunity: +38% Life regen: +3.20 Rings can have magical properties. |
| Around neck | Velorin the gold amulet Velorin the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% mind / +6% temporal Talent mastery: +0.14 Chronomancy / Temporal Hounds Reduces incoming crit damage: 10.00% Physical save: +9 (+5 eff.) Blindness immunity: +21% Silence immunity: +10% Confusion immunity: +25% Infravision radius: +7 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | Gydunarig the Hellskin (41.5-58.1 power, 6 apr) Gydunarig the Hellskin (41.5-58.1 power, 6 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +4 acid / +13 mind When wielded/worn: Damage when hit (Melee): 12 fire Changes damage: +12% acid It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
| Around waist | hardened leather belt 'Mardodramnir' hardened leather belt 'Mardodramnir'Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% lightning / +21% temporal Mental save: +21 (+8 eff.) Poison immunity: +15% Disease immunity: +10% Knockback immunity: +10% Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | stralite dagger 'Scabwreath' (29-37.7 power, 9 apr) stralite dagger 'Scabwreath' (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% On weapon crit: * cripple the target Damage (Melee): +8 nature / +16 light Burst (radius 2) on crit: +8 nature Damage against: +10% Undead When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 15% chance to blind Changes stats: +3 Wil / +4 Mag Spellpower: +6 (+2 eff.) Light radius: +1 Sharp, short and deadly. |
| Cloak | murderer's linen cloak of the voidstalker (1 def, 0 armour) murderer's linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +12% darkness / +11% temporal Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tempestuous cured leather armour of Eyal (12 def, 4 armour) tempestuous cured leather armour of Eyal (12 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+6 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes resistances: +14% lightning / +10% cold Life regen: +1.00 Maximum life: +58.00 Healing mod.: +15% A suit of armour made of leather. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fuloledar the Magmapulverizer Fuloledar the MagmapulverizerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +17 (+8 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +9 Lck Changes resistances: +3% lightning / +9% fire Changes resistances penetration: +5% fire Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
voratun amulet 'Furnacemistress' voratun amulet 'Furnacemistress'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Cun / +7 Con Changes damage: +6% fire Grants telepathy: Dragon Reduces incoming crit damage: 10.00% See invisible: +3 Amulets can have magical properties. |
steel ring 'Splendourpower' steel ring 'Splendourpower'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% nature / +3% light Stun/Freeze immunity: +27% Life regen: +1.10 Rings can have magical properties. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Yvutira (64.5-103.2 power, 4 apr) Yvutira (64.5-103.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +13 light / +17 lightning Damage against: +30% Undead When wielded/worn: Changes resistances: +6% temporal Mental save: +10 (+4 eff.) Disease immunity: +20% Pinning immunity: +10% Only die when reaching: -40.00 life Massive two-handed swords. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Arosetira the stralite mace (38-53.2 power, 5 apr) Arosetira the stralite mace (38-53.2 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +12% Living When wielded/worn: Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental crit. chance: +1% Blunt and deadly. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
193 alchemist agate 193 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (93 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many WaysPowered 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. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Blackhue [power 127] (30 cooldown) Blackhue [power 127] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +3% mind / +24% darkness It can be used to heal a target within range 7 (based on Willpower) for 127, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Real'Madrid the Shalore Temporal Warden level 31
41st Haze 123rd year of Ascendancy at 16:56 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Real'Madrid the Shalore Temporal Warden level 31
39th Haze 123rd year of Ascendancy at 19:31 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Real'Madrid the Shalore Temporal Warden level 34
76th Regrowth 124th year of Ascendancy at 22:33 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Real'Madrid the Shalore Temporal Warden level 33
53rd Regrowth 124th year of Ascendancy at 09:11 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Real'Madrid the Shalore Temporal Warden level 13
40th Haze 122nd year of Ascendancy at 20:17 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Real'Madrid the Shalore Temporal Warden level 32
8th Decay 123rd year of Ascendancy at 03:35 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Real'Madrid the Shalore Temporal Warden level 19
10th Decay 122nd year of Ascendancy at 06:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Real'Madrid the Shalore Temporal Warden level 15
54th Haze 122nd year of Ascendancy at 17:15 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Real'Madrid the Shalore Temporal Warden level 30
26th Dusk 123rd year of Ascendancy at 13:04 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Real'Madrid the Shalore Temporal Warden level 29
56th Pyre 123rd year of Ascendancy at 08:35 see stats
Got eggs? (Roguelike)
Finish the Pikataclysm event.By Real'Madrid the Shalore Temporal Warden level 29
57th Pyre 123rd year of Ascendancy at 04:54 see stats
Impossible Death (Roguelike)
Got killed by your future self.By Real'Madrid the Shalore Temporal Warden level 20
8th Regrowth 123rd year of Ascendancy at 01:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Real'Madrid the Shalore Temporal Warden level 10
3rd Dusk 122nd year of Ascendancy at 09:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Real'Madrid the Shalore Temporal Warden level 20
6th Regrowth 123rd year of Ascendancy at 18:28 see stats
Level 30 (Roguelike)
Got a character to level 30.By Real'Madrid the Shalore Temporal Warden level 30
68th Pyre 123rd year of Ascendancy at 10:43 see stats
May the 4th be with you!
.By Real'Madrid the Shalore Temporal Warden level 16
72nd Haze 122nd year of Ascendancy at 14:57 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Real'Madrid the Shalore Temporal Warden level 29
68th Pyre 123rd year of Ascendancy at 10:43 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Real'Madrid the Shalore Temporal Warden level 13
63rd Dusk 122nd year of Ascendancy at 12:11 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Real'Madrid the Shalore Temporal Warden level 33
8th Decay 123rd year of Ascendancy at 09:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Real'Madrid the Shalore Temporal Warden level 12
16th Dusk 122nd year of Ascendancy at 01:07 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Real'Madrid the Shalore Temporal Warden level 22
13rd Regrowth 123rd year of Ascendancy at 15:56 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Real'Madrid the Shalore Temporal Warden level 16
57th Haze 122nd year of Ascendancy at 07:54 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Real'Madrid the Shalore Temporal Warden level 31
39th Haze 123rd year of Ascendancy at 21:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Real'Madrid the Shalore Temporal Warden level 19
10th Allure 123rd year of Ascendancy at 17:32 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Real'Madrid the Shalore Temporal Warden level 30
39th Haze 123rd year of Ascendancy at 02:52 see stats
Log
You gain 2.00 gold from the transmogrification of stralite longsword of projection (34-47.6 power, 5 apr).
You gain 6.78 gold from the transmogrification of balanced stralite longsword of nature (33-46.2 power, 5 apr).
You gain 8.33 gold from the transmogrification of warbringer's stralite dagger of nature (30-39 power, 9 apr).
You gain 7.11 gold from the transmogrification of blazebringer's stralite battleaxe of torment (45.5-68.25 power, 3 apr).
You gain 4.62 gold from the transmogrification of starlit stralite amulet of vision.
You gain 1.82 gold from the transmogrification of movement infusion (411% speed; 6 turns).
You gain 1.81 gold from the transmogrification of insidious poison infusion (21 nature damage, 39% healing reduction).
You gain 1.13 gold from the transmogrification of healing infusion of the warrior (heal 87).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
New Achievement: Arachnophobia (Roguelike)!
Option unlocked: New Class: Sun Paladin (Celestial)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is a A way into the caverns of Ardhungol here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Real'Madrid deactivates Premonition.
Real'Madrid deactivates Contingency.
Real'Madrid deactivates Weapon Folding.
Real'Madrid deactivates Temporal Hounds.
