










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Temporal Warden |
| Level / Exp | 31 / 19% |
| Size | small |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 12 on the 24th Dusk 122nd year of Ascendancy at 07:29 0 / 8Killed by nightmare horror at level 19 on the 33rd Haze 122nd year of Ascendancy at 01:49 Killed by will o' the wisp at level 21 on the 59th Haze 122nd year of Ascendancy at 04:24 Killed by Celia at level 21 on the 60th Haze 122nd year of Ascendancy at 00:43 Killed by overpowered greater multi-hued wyrm at level 31 on the 1st Dusk 123rd year of Ascendancy at 10:14 Killed by orc cryomancer at level 31 on the 1st Dusk 123rd year of Ascendancy at 11:42 Killed by Ce'Nawen the orc summoner at level 31 on the 3rd Dusk 123rd year of Ascendancy at 11:53 Killed by Ce'Nawen the orc summoner at level 31 on the 3rd Dusk 123rd year of Ascendancy at 12:09 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 76 (base 60) |
| Constitution | 21 (base 10) |
| Magic | 72 (base 60) |
| Willpower | 21 (base 12) |
| Cunning | 14 (base 10) |
Resources
| Life | -173/809 |
| Positive | 138/140 |
| Equilibrium | 0 |
| Paradox | 368 |
| Healing Factor | 1.0863874345549 |
| Regeneration | 121.37965968742 |
Speed
| Mental | +6.1340430109823% |
| Attack | +6.1340430109823% |
| Movement | +12.268086021979% |
| Spell | +6.1340430109823% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 24.018941255876 |
| See Invisible | 23.018941255876 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 64 |
| Crit Chance | 12% |
| APR | 35 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 4% |
| Speed | 0.94220475507234 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 9% |
| Speed | 0.94220475507234 |
Offense: Damage Bonus
| Acid | +22% |
| Nature | +10% |
| Temporal | +16% |
| Fire | +18% |
| Physical | +14% |
| Mind | +28% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Temporal | +11% |
| Physical | +45% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (68.536585365854%) |
| Defense | 67 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 39 |
| Mental Save | 33 |
Defense: Resistances
| Arcane | + 9%( 70%) |
| Cold | + 24%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Dexterity 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 460 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 68 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Chronomancy / Bow Threading | 1.45 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Speed Control | 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
| detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 92.52 physical and 92.52 temporal warp damage at both ends of the teleport. Spatial Tether |
| beneficial effect | The target is regaining 19 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | The target is moving is 12% faster. 1 Celerity |
| beneficial effect | A flow of life spins around the target, regenerating 92.08 life per turn. Regeneration |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+21). Continuum Destabilization |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 32 defense. Evasion |
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 failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
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 unlocked the hall of reflections. * 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: 151. | 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. 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. 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 pouch of bone giant dust. * You've found the needed minotaur nose. * '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 |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 |
Equipment
| On feet | Elenedudosta the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane / +9% darkness / +9% light Changes resistances penetration: +5% acid A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Vilepain' (18/21, 55-77 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Mag Damage type: Nature Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +62 insidious poison / +24 acid Burst (radius 1) on hit: +24 nature Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +27% Confusion immunity: +10% Light radius: +7 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Isalrakira the hardened leather cap (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +4 Dex / +5 Con Changes damage: +6% physical Physical save: +13 (+6 eff.) A cap made of leather. |
| Tool | voratun torque of thermal psionic shield 'Emawyn' [power 129] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Changes stats: +3 Mag Talent granted: +3 Telekinetic Blast Reduces incoming crit damage: 15.00% Maximum life: +30.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 129 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | MagmanailInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +36% fire Changes resistances penetration: +15% fire Changes damage: +18% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +18 (+8 eff.) Equilibrium when hit: +0.12 Rings can have magical properties. |
| On fingers | warrior's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +1 Cun / +3 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Hiremastir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +4 (+2 eff.) Defense: +24 (+6 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 acid Changes resistances penetration: +15% physical Stealth bonus: +8 Life regen: +0.60 A belt that goes around your waist. |
| In main hand | warden's yew longbow of dexterity (+2)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Ammo reloads per turn: +3 Changes stats: +6 Dex / +2 Mag Changes resistances penetration: +30% physical / +11% temporal Changes damage: +8% physical / +11% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| On hands | temporal hardened leather gloves of strength (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Zubariarin the elven-silk cloak (3 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Changes resistances: +15% mind / +21% cold Changes damage: +12% acid / +18% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
heroism infusion (+5 for 13 turns, die at -494)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: 26 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 5 for 13 turns. While Heroism is active, you will only die when reaching -494 life. 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. 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. |
heroism infusion of the duelist (+18 for 10 turns, die at -815)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: 29 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 18 for 10 turns. While Heroism is active, you will only die when reaching -815 life. 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 105 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. 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. |
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. |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
AbysswreckerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Mag Changes resistances: +12% fire Changes damage: +6% fire Spellpower: +6 (+2 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
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 10.10 cold and 11.51 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. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
stralite dagger 'Camothad' (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 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 crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances penetration: +5% mind Changes damage: +6% blight Critical mult.: +25.00% Spell save: +9 (+3 eff.) Mana when firing critical spell: +1.00 Maximum psi: +20.00 Mental crit. chance: +4% Sharp, short and deadly. |
elemental voratun longsword of shearing (43.5-60.9 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +10 Changes resistances penetration: +11% acid / +5% physical / +10% cold / +7% lightning / +14% fire Changes damage: +11% physical Sharp, long, and deadly. |
Xanesewe (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Wil Changes resistances: +12% blight / +6% fire / +3% light / +3% darkness Spell save: +15 (+5 eff.) Mental save: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Blacktitan (24/24, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 Damage (Ranged): +28 darkness Burst (radius 1) on hit: +36 darkness Arrows are used with bows to pierce your foes to death. |
221 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 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. |
11 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 126.87 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 126.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
piercing brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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)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 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. |
pouch of dwarven-steel shots of crippling (13/18, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +10.0% Capacity: 18 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Arewen [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light / +9% darkness Maximum wards: +4 acid / +3 nature / +4 light Talent granted: +1 Ward Physical save: +20 (+8 eff.) Maximum life: +60.00 Maximum stamina: +25.00 It can be used to remove up to 4 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 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. |
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. |
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
Found the mysterious staff and told Last Hope about it.By HelEw the Halfling Temporal Warden level 28
64th Regrowth 123rd year of Ascendancy at 10:37 see stats
Against all odds
Killed Ukruk in the ambush.By HelEw the Halfling Temporal Warden level 27
56th Regrowth 123rd year of Ascendancy at 20:36 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By HelEw the Halfling Temporal Warden level 31
1st Dusk 123rd year of Ascendancy at 10:14 see stats
Ay ay captain!
Turn into a pirate!By HelEw the Halfling Temporal Warden level 11
23rd Dusk 122nd year of Ascendancy at 14:20 see stats
Brave new world
Went to the Far East and took part in the war.By HelEw the Halfling Temporal Warden level 30
2nd Mirth 123rd year of Ascendancy at 11:28 see stats
Bringer of Doom
Killed a Bringer of Doom.By HelEw the Halfling Temporal Warden level 18
31st Haze 122nd year of Ascendancy at 00:34 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By HelEw the Halfling Temporal Warden level 23
44th Regrowth 123rd year of Ascendancy at 23:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By HelEw the Halfling Temporal Warden level 11
16th Dusk 122nd year of Ascendancy at 17:58 see stats
Destroyer's bane
Killed Golbug the Destroyer.By HelEw the Halfling Temporal Warden level 29
74th Regrowth 123rd year of Ascendancy at 19:59 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By HelEw the Halfling Temporal Warden level 20
50th Haze 122nd year of Ascendancy at 10:30 see stats
Exterminator
Killed 1000 creatures.By HelEw the Halfling Temporal Warden level 17
26th Haze 122nd year of Ascendancy at 15:02 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By HelEw the Halfling Temporal Warden level 18
31st Haze 122nd year of Ascendancy at 18:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HelEw the Halfling Temporal Warden level 17
23rd Haze 122nd year of Ascendancy at 00:41 see stats
Impossible Death
Got killed by your future self.By HelEw the Halfling Temporal Warden level 20
50th Haze 122nd year of Ascendancy at 18:46 see stats
Level 10
Got a character to level 10.By HelEw the Halfling Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 21:10 see stats
Level 20
Got a character to level 20.By HelEw the Halfling Temporal Warden level 20
49th Haze 122nd year of Ascendancy at 22:49 see stats
Level 30
Got a character to level 30.By HelEw the Halfling Temporal Warden level 30
74th Regrowth 123rd year of Ascendancy at 19:59 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By HelEw the Halfling Temporal Warden level 28
60th Regrowth 123rd year of Ascendancy at 23:53 see stats
Size matters
Did over 600 damage in one attack.By HelEw the Halfling Temporal Warden level 27
56th Regrowth 123rd year of Ascendancy at 20:22 see stats
Sliders
Activated a portal using the Orb of Many Ways.By HelEw the Halfling Temporal Warden level 30
30th Pyre 123rd year of Ascendancy at 21:22 see stats
The secret city
Discovered the truth about mages.By HelEw the Halfling Temporal Warden level 18
30th Haze 122nd year of Ascendancy at 16:12 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By HelEw the Halfling Temporal Warden level 15
20th Haze 122nd year of Ascendancy at 20:18 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By HelEw the Halfling Temporal Warden level 28
59th Regrowth 123rd year of Ascendancy at 13:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By HelEw the Halfling Temporal Warden level 21
59th Haze 122nd year of Ascendancy at 10:06 see stats
Unstoppable
Returned from the dead.By HelEw the Halfling Temporal Warden level 31
3rd Dusk 123rd year of Ascendancy at 11:53 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By HelEw the Halfling Temporal Warden level 26
56th Regrowth 123rd year of Ascendancy at 09:35 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By HelEw the Halfling Temporal Warden level 4
78th Pyre 122nd year of Ascendancy at 01:44 see stats
Log
HelEw is cursed.
Ce'Nawen the orc summoner hits HelEw for 133 temporal damage.
Bleeding from HelEw's temporal clone hits Ce'Nawen the orc summoner for 7 physical damage.
Insidious Poison from HelEw's temporal clone hits Ce'Nawen the orc summoner for 10 nature damage.
HelEw uses Infusion: Regeneration.
HelEw starts regenerating health quickly.
Ce'Nawen the orc summoner casts Dimensional Step.
Ce'Nawen the orc summoner folds space with with HelEw!
Bleeding from HelEw's temporal clone hits Ce'Nawen the orc summoner for 7 physical damage.
Insidious Poison from HelEw's temporal clone hits Ce'Nawen the orc summoner for 10 nature damage.
HelEw is no longer cursed.
HelEw has recovered!
Talent Arrow Stitching is ready to use.
Talent Singularity Arrow is ready to use.
Ce'Nawen the orc summoner casts Warp Mine Away.
HelEw triggers a trap (Ce'Nawen the orc summoner's warp mine: away)!
HelEw looks a little pale around the edges.
Ce'Nawen the orc summoner's warp mine: away hits HelEw for 84 temporal, 116 physical (200 total damage).
Bleeding from HelEw's temporal clone hits Ce'Nawen the orc summoner for 7 physical damage.
Insidious Poison from HelEw's temporal clone hits Ce'Nawen the orc summoner for 10 nature damage.
Ce'Nawen the orc summoner casts Spatial Tether.
HelEw has been tethered!
Talent Guardian Unity is ready to use.
HelEw casts Arrow Stitching.
Ce'Nawen the orc summoner casts Repulsion Blast.
Ce'Nawen the orc summoner roars triumphantly.
Saving game...




























































































