Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 35 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Slasul at level 35 on the 31st Regrowth 124th year of Ascendancy at 11:28 / 1 |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 62 (base 60) |
| Constitution | 13 (base 13) |
| Magic | 72 (base 60) |
| Willpower | 31 (base 18) |
| Cunning | 28 (base 10) |
Resources
| Life | -137/814 |
| Paradox | 358 |
| Healing Factor | 1.19 |
| Regeneration | 2.2015 |
Speed
| Mental | +12.268086021974% |
| Attack | +12.268086021974% |
| Movement | +20.000000000004% |
| Spell | +12.268086021974% |
| Global | +119.90967423812% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 27.747463860142 |
| See Invisible | 34.747463860142 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 62 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 62 |
| Crit Chance | 15% |
| APR | 19 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 0.89072508086071 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 0.89072508086071 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 3 |
| Physical Save | 38 |
| Spell Save | 39 |
| Mental Save | 40 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Stun Resistance | 0% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 322 damage for 6 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Temporal Hounds |
| talent | Contingency |
| talent | Weapon Folding |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| detrimental effect | The target is poisoned, taking 34.43 nature damage per turn and decreasing all heals received by 28%. Insidious Poison |
| beneficial effect | Increases global action speed by 20%. Haste |
| beneficial effect | Increases attack, spell, and mind speed by 12%. 2 Time Dilation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Magic by +1. | done |
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 failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)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. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 115. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * '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.' * '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.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * You've found the needed faerlhing fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 voratun boots 'Pitchscar' (0 def, 5 armour) pair of voratun boots 'Pitchscar' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% Damage when hit (Melee): 4 darkness Changes resistances: +11% cold / +13% fire Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +34 (+12 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Movement speed: +20% 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 alchemist's lamp of corpselight bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +7% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 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 15 blight damage or heals 23 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 | Voridata the hardened leather cap (8 def, 3 armour) Voridata the hardened leather cap (8 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +8 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes stats: +5 Cun Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +4.00 Mental crit. chance: +1% A cap made of leather. |
| On hands | radiant dwarven-steel gauntlets of dispersion (0 def, 2 armour) radiant dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 7 light Changes stats: +5 Wil / +4 Mag Changes resistances: +3% arcane / +7% light Changes damage: +5% light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | solipsist's stralite ring of warding solipsist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +13% acid / +14% fire / +22% cold / +20% lightning Mindpower: +9 (+5 eff.) Rings can have magical properties. |
| On fingers | Betholdabrena the steel ring Betholdabrena the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +6% blight / +20% fire Changes damage: +10% fire Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +24% Life regen: +0.60 Maximum life: +24.00 Healing mod.: +5% Rings can have magical properties. |
| Around neck | savior's steel amulet of healing savior's steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | elemental stralite mace of massacre (46-64.4 power, 5 apr) elemental stralite mace of massacre (46-64.4 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +11% acid / +11% fire / +11% cold / +12% lightning Blunt and deadly. |
| 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 off hand | caustic stralite dagger of massacre (37-48.1 power, 9 apr) caustic stralite dagger of massacre (37-48.1 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 14% chance to corrode armour When wielded/worn: Changes resistances penetration: +8% acid Life regen: +1.00 Sharp, short and deadly. |
| Cloak | resilient cashmere cloak of fog (9 def, 0 armour) resilient cashmere cloak of fog (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +13% light / +14% fire Stealth bonus: +9 Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
heroism infusion of the wizard (+15 for 9 turns, die at -652) heroism infusion of the wizard (+15 for 9 turns, die at -652)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -652 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
Rune of the Rift (274.00 temporal damage, removed from time 4 turns) Rune of the Rift (274.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Inflicts 274.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
controlled phase door rune of the wizard (range 11) controlled phase door rune of the wizard (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Magic stat. 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. |
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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
enraging gold amulet of mastery (0.19 Chronomancy / Temporal Hounds) enraging gold amulet of mastery (0.19 Chronomancy / Temporal Hounds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes damage: +5% physical Talent mastery: +0.19 Chronomancy / Temporal Hounds Combat speed: +10% Amulets can have magical properties. |
grounding gold amulet of healing grounding gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Cut immunity: +60% Stun/Freeze immunity: +23% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
stabilizing gold amulet of mastery (0.23 Chronomancy / Stasis) stabilizing gold amulet of mastery (0.23 Chronomancy / Stasis)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% temporal Talent mastery: +0.23 Chronomancy / Stasis Pinning immunity: +28% Knockback immunity: +29% Amulets can have magical properties. |
starlit gold amulet of mastery (0.20 Chronomancy / Temporal Guardian) starlit gold amulet of mastery (0.20 Chronomancy / Temporal Guardian)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +13% darkness Talent mastery: +0.20 Chronomancy / Temporal Guardian Blindness immunity: +31% Amulets can have magical properties. |
starlit steel amulet of mastery (0.15 Chronomancy / Temporal Combat) starlit steel amulet of mastery (0.15 Chronomancy / Temporal Combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% light / +11% darkness Talent mastery: +0.15 Chronomancy / Temporal Combat Blindness immunity: +23% Amulets can have magical properties. |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +12% Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Sewerspike the gold ring Sewerspike the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances penetration: +10% nature Blindness immunity: +32% Infravision radius: +5 See stealth: +10 See invisible: +14 Rings can have magical properties. |
psionicist's gold ring of light (+26%) psionicist's gold ring of light (+26%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% light Changes damage: +13% light Mental save: +8 (+2 eff.) Rings can have magical properties. |
savior's gold ring of lightning (+26%) savior's gold ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% lightning Changes damage: +13% lightning Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Rings can have magical properties. |
titan's gold ring of darkness (+30%) titan's gold ring of darkness (+30%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +30% darkness Changes damage: +15% darkness Physical save: +6 (+3 eff.) Rings can have magical properties. |
treant's gold ring of life treant's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +13% Disease immunity: +15% Life regen: +0.80 Maximum life: +54.00 Healing mod.: +10% Rings can have magical properties. |
wizard's steel ring of lightning (+22%) wizard's steel ring of lightning (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spell save: +6 (+2 eff.) Rings can have magical properties. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 280, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Lisanor the Airwyrd (0 def, 3 armour) Lisanor the Airwyrd (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +16% light / +14% darkness Changes resistances penetration: +20% arcane Changes damage: +6% arcane / +6% lightning A cap made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
sentry's quiver of elven-wood arrows (52/52, 49.5-69.3 power, 18 apr) sentry's quiver of elven-wood arrows (52/52, 49.5-69.3 power, 18 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 49.5 - 69.3 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +2.5% Capacity: 52 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
99 alchemist agate 99 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. |
shattering dwarven-steel pickaxe (dig speed 14 turns) shattering dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 319 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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: +4 Wil / +2 Con 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. |
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. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 488.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
quiet dwarven-steel torque of kinetic psionic shield [power 79] (20 cooldown) quiet dwarven-steel torque of kinetic psionic shield [power 79] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Heatmoon the yew wand of trap destruction [power 67] (15 cooldown) Heatmoon the yew wand of trap destruction [power 67] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% blight / +5% fire Changes damage: +9% blight Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% It can be used to disarm traps (67 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Stormwrither the yew wand of firewall [power 165] (6 cooldown) Stormwrither the yew wand of firewall [power 165] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +6% lightning Changes damage: +6% lightning Talent granted: +2 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 165 fire damage overall), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Malix the Cornac Temporal Warden level 30
49th Dusk 123rd year of Ascendancy at 03:23 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Malix the Cornac Temporal Warden level 30
46th Dusk 123rd year of Ascendancy at 20:53 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Malix the Cornac Temporal Warden level 35
23rd Regrowth 124th year of Ascendancy at 09:07 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Malix the Cornac Temporal Warden level 34
39th Haze 123rd year of Ascendancy at 11:21 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Malix the Cornac Temporal Warden level 12
10th Flare 122nd year of Ascendancy at 07:24 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Malix the Cornac Temporal Warden level 32
14th Haze 123rd year of Ascendancy at 14:51 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Malix the Cornac Temporal Warden level 17
74th Dusk 122nd year of Ascendancy at 06:32 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Malix the Cornac Temporal Warden level 30
71st Dusk 123rd year of Ascendancy at 08:04 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Malix the Cornac Temporal Warden level 30
56th Dusk 123rd year of Ascendancy at 05:03 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Malix the Cornac Temporal Warden level 23
54th Haze 122nd year of Ascendancy at 19:50 see stats
Level 10 (Roguelike)
Got a character to level 10.By Malix the Cornac Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 22:40 see stats
Level 20 (Roguelike)
Got a character to level 20.By Malix the Cornac Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 11:18 see stats
Level 30 (Roguelike)
Got a character to level 30.By Malix the Cornac Temporal Warden level 30
45th Dusk 123rd year of Ascendancy at 15:03 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Malix the Cornac Temporal Warden level 31
2nd Haze 123rd year of Ascendancy at 13:38 see stats
Paradoxology (Roguelike)
Both killed your future self and got killed by your future self.By Malix the Cornac Temporal Warden level 19
13rd Haze 122nd year of Ascendancy at 08:28 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Malix the Cornac Temporal Warden level 13
39th Dusk 122nd year of Ascendancy at 23:20 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Malix the Cornac Temporal Warden level 25
10th Dusk 123rd year of Ascendancy at 21:04 see stats
Self-killer (Roguelike)
Killed your future self.By Malix the Cornac Temporal Warden level 19
13rd Haze 122nd year of Ascendancy at 08:28 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Malix the Cornac Temporal Warden level 33
34th Haze 123rd year of Ascendancy at 04:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Malix the Cornac Temporal Warden level 11
4th Flare 122nd year of Ascendancy at 07:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Malix the Cornac Temporal Warden level 17
71st Dusk 122nd year of Ascendancy at 22:34 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Malix the Cornac Temporal Warden level 30
49th Dusk 123rd year of Ascendancy at 12:58 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Malix the Cornac Temporal Warden level 21
35th Haze 122nd year of Ascendancy at 15:17 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Malix the Cornac Temporal Warden level 29
44th Dusk 123rd year of Ascendancy at 17:32 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By Malix the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 17:14 see stats
Log
Malix shoots!
Malix's temporal clone uses Relentless Pursuit.
Malix's temporal clone stops being poisoned.
Your summoned Malix's temporal clone disappears.
Insidious Poison from Slasul hits Malix for (28 absorbed), 0 nature (0 total damage).
Slasul resists the confusion!
Malix's temporal clone warps space-time to equip: elemental stralite mace of massacre
caustic stralite dagger of massacre.
Malix's temporal clone deactivates Contingency.
Malix calls forth a temporal warden from another timeline.
Slasul is nearing the end.
Slasul resists the confusion!
Malix's Shoot hits Slasul for 97 light, 14 temporal, 15 temporal, 11 physical, 42 temporal (178 total damage).
Malix's temporal clone hits Slasul for 49 physical, 4 light, 4 arcane, 13 physical, 23 temporal, 21 lightning, 19 physical, , 4 light, 4 arcane, 16 temporal, 11 temporal, 9 physical, 30 temporal (206 total damage).
Malix casts Command Hounds: Blink.
Slasul's ice storm area effect hits Malix for (27 absorbed), 0 cold (0 total damage).
Insidious Poison from Slasul hits Malix for (28 absorbed), 0 nature (0 total damage).
Slasul uses Infusion: Wild.
Slasul lessens the pain.
Malix casts Warp Blade.
Malix warps space-time to equip: elemental stralite mace of massacre
caustic stralite dagger of massacre.
Slasul resists the confusion!
Malix hits Slasul for 71 temporal, 59 physical, 5 arcane, 5 light, 38 temporal, 20 fire, 33 temporal, 27 physical, , 5 arcane, 5 light, 38 temporal (304 total damage).
Slasul's ice storm area effect hits Malix for (27 absorbed), 0 cold (0 total damage).
Slasul uses Massive Blow.
Coral wall turns into underwater.
Your shield crumbles under the damage!
The shield around Malix crumbles.
Saving game...
