










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 30 / 81% |
Size | medium |
Lifes / Deaths | Killed by bandit at level 6 on the 79th Pyre 122nd year of Ascendancy at 22:07 0 / 7Killed by Saluleta the bloated horror at level 18 on the 29th Dusk 122nd year of Ascendancy at 03:58 Killed by Saluleta the bloated horror at level 18 on the 29th Dusk 122nd year of Ascendancy at 11:02 Killed by forge-giant at level 26 on the 73rd Dusk 122nd year of Ascendancy at 22:08 Killed by elven corruptor at level 29 on the 1st Haze 122nd year of Ascendancy at 14:36 Killed by Eilinunor the heavy bone giant at level 30 on the 3rd Haze 122nd year of Ascendancy at 16:45 Killed by Mekoteg the shalore at level 30 on the 58th Haze 122nd year of Ascendancy at 14:59 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 52 (base 42) |
Constitution | 49 (base 34) |
Magic | 76 (base 50) |
Willpower | 38 (base 12) |
Cunning | 32 (base 10) |
Resources
Life | -42/888 |
Positive | 0/117 |
Paradox | 311 |
Healing Factor | 1.3871232876713 |
Regeneration | 8.5308082191785 |
Speed
Mental | -5.5733195836183E-12% |
Attack | -5.5733195836183E-12% |
Movement | +79.729022714359% |
Spell | -5.5733195836183E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 7 |
See Stealth | 16.735760621588 |
See Invisible | 25.735760621588 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 158 |
Accuracy | 68 |
Crit Chance | 9% |
APR | 10 |
Speed | 0.70 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Lightning | +25% |
Light | +3% |
Temporal | +17% |
Arcane | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +15% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 21 (80.811550151976%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 41 |
Mental Save | 30 |
Defense: Resistances
Nature | + 17%( 70%) |
Lightning | + 24%( 70%) |
Physical | + 20%( 70%) |
Cold | + 12%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 15%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Fear Resistance | 60% |
Blind Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | The target is out of phase with reality, increasing defense by 8, resist all by 5%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
beneficial effect | The target is recovering 23 life each turn. Recovery |
beneficial effect | The target's accuracy and power have been increased by 24. 3 Fateweaver |
beneficial effect | Increases defense by 18. Mobile Defense |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
beneficial effect | The target's defense and saves have been increased by 24. 3 Spin |
detrimental effect | The target is poisoned and sick, doing 26.15 nature damage per turn. All damage it does is reduced by 20%. Numbing Poison |
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 successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Shax 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: 168. | 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 |
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. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of greater demon bile. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light +5% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +10% fire ---------- misc Light +3 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego++] Arcane Power 32.0 - 44.8 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +12 blight +15 temporal +17 physical On Hit: 10% Epidemic 3 On Hit: * 14% chance to disease * 10% chance to stun, blind, pin, or confuse the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +2 Cun +2 Con ----- def ----- Fatigue -8% Max.HP +55.00 ---------- misc Light +3 Infravis +3 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 18%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- HP.reg +1.50 Stun/Frz- +32% Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Wil +2 Mag dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Light +3 Telepathy Demon/Major Humanoid/Orc Demon/Minor A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 143% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
On hands | ![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Armour +9 Hardiness +8% Resists +5% arcane +7% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +21 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +12% nature +13% blight Max.HP +55.00 HP.reg +1.50 Heal.mod +12% ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.90 Blind- +28% ---------- misc Stam/turn +0.70 Infravis +4 Sight +2 See.Invis +9 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.40 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 26.0 - 33.8 Lightning Uses 45% Dex, 95% Mag Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +24 darkness +16 lightning On Hit.r1 +16 lightning While equipped: dps ---------- Melee Ret 12 lightning 12 darkness Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 95% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 26.5 - 34.5 Physical Uses 95% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +12 ice On Crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+1 eff.) Res.pen +10% cold ----- def ----- Armour +11 Sharp, short and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.0 - 60.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 lightning +23 cold +4 darkness On Hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +12% nature +9% physical Res.pen +15% physical Apr +13 Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Nature/Psionic Power 34.0 - 47.6 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +13 ice On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +8% cold ----- def ----- Armour +5 Sharp, long, and deadly. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Disrupt Power 29.5 - 41.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Against +14% Unnatural On Crit.r2 +8 fire On Hit: * disrupts spell-casting While equipped: dps ---------- All.spd +3% Res.pen +8% fire One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +10 ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+3 eff.) ---------- misc Mana/s.crit +1.00 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag ----- def ----- Resists +6% light +3% darkness ---------- misc Light +1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +4 Void Blast Disarm traps (82 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Onnol the Cornac Temporal Warden level 30
3rd Haze 122nd year of Ascendancy at 07:46 see stats
By Onnol the Cornac Temporal Warden level 29
78th Dusk 122nd year of Ascendancy at 15:08 see stats
By Onnol the Cornac Temporal Warden level 22
53rd Dusk 122nd year of Ascendancy at 07:20 see stats
By Onnol the Cornac Temporal Warden level 16
13rd Dusk 122nd year of Ascendancy at 13:37 see stats
By Onnol the Cornac Temporal Warden level 20
36th Dusk 122nd year of Ascendancy at 04:44 see stats
By Onnol the Cornac Temporal Warden level 15
6th Flare 122nd year of Ascendancy at 08:38 see stats
By Onnol the Cornac Temporal Warden level 22
54th Dusk 122nd year of Ascendancy at 07:52 see stats
By Onnol the Cornac Temporal Warden level 10
7th Mirth 122nd year of Ascendancy at 13:39 see stats
By Onnol the Cornac Temporal Warden level 20
36th Dusk 122nd year of Ascendancy at 04:24 see stats
By Onnol the Cornac Temporal Warden level 30
2nd Haze 122nd year of Ascendancy at 07:19 see stats
By Onnol the Cornac Temporal Warden level 18
22nd Dusk 122nd year of Ascendancy at 03:00 see stats
By Onnol the Cornac Temporal Warden level 30
3rd Haze 122nd year of Ascendancy at 07:07 see stats
By Onnol the Cornac Temporal Warden level 30
3rd Haze 122nd year of Ascendancy at 18:34 see stats
By Onnol the Cornac Temporal Warden level 30
4th Haze 122nd year of Ascendancy at 02:13 see stats
By Onnol the Cornac Temporal Warden level 10
2nd Summertide 122nd year of Ascendancy at 20:26 see stats
By Onnol the Cornac Temporal Warden level 15
1st Dusk 122nd year of Ascendancy at 13:10 see stats
By Onnol the Cornac Temporal Warden level 23
59th Dusk 122nd year of Ascendancy at 00:08 see stats
By Onnol the Cornac Temporal Warden level 30
5th Haze 122nd year of Ascendancy at 00:25 see stats
By Onnol the Cornac Temporal Warden level 22
37th Dusk 122nd year of Ascendancy at 00:37 see stats
By Onnol the Cornac Temporal Warden level 27
78th Dusk 122nd year of Ascendancy at 04:20 see stats
By Onnol the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 14:49 see stats
Log
Isleli the halfling speeds up.
Mekoteg the shalore receives 31 healing.
Bleeding from Onnol hits Isleli the halfling for 17 physical damage.
Mekoteg the shalore's Steady Shot misses Onnol.
Mekoteg the shalore's crippling poison area effect hits Onnol for 41 nature damage.
Crippling Poison from Mekoteg the shalore hits Onnol for 41 nature damage.
Numbing Poison from Mekoteg the shalore hits Onnol for 16 nature damage.
Your summoned Onnol's temporal clone disappears.
Onnol fails to use Singularity Arrow.
Mekoteg the shalore receives 31 healing.
Bleeding from Onnol hits Isleli the halfling for 13 physical damage.
Mekoteg the shalore's crippling poison area effect hits Onnol for 57 nature damage.
Onnol is recovering from the damage!
Numbing Poison from Mekoteg the shalore hits Onnol for 22 nature, 22 nature (44 total damage).
Crippling Poison from Mekoteg the shalore hits Onnol for 57 nature damage.
Isleli the halfling uses Shattering Shout.
Isleli the halfling hits Onnol for 177 physical damage.
Isleli the halfling is no longer evading attacks.
Mekoteg the shalore receives 31 healing.
Bleeding from Onnol hits Isleli the halfling for 13 physical damage.
Onnol is no longer poisoned.
Numbing Poison from Mekoteg the shalore hits Onnol for 22 nature damage.
Onnol receives 32 healing.
Mekoteg the shalore uses Steady Shot.
Mekoteg the shalore's Steady Shot performs a ranged critical strike against Onnol!
Saving game...