











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 26 / 86% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 18 on the 65th Dusk 122nd year of Ascendancy at 06:49 3 / 3Killed by Isyvea the blade horror at level 21 on the 10th Decay 122nd year of Ascendancy at 05:40 Killed by Zubota the elven cultist at level 25 on the 10th Allure 123rd year of Ascendancy at 14:41 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 40 (base 32) |
Constitution | 43 (base 30) |
Magic | 56 (base 54) |
Willpower | 27 (base 12) |
Cunning | 23 (base 10) |
Resources
Life | 723/723 |
Paradox | 300 |
Healing Factor | 1.9623943661972 |
Regeneration | 3.0417112676057 |
Speed
Mental | -9.8809849191639E-12% |
Attack | -9.8809849191639E-12% |
Movement | +69.729022714359% |
Spell | -9.8809849191639E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
Offense: Mainhand
Damage | 71 |
Accuracy | 47 |
Crit Chance | 30% |
APR | 8 |
Speed | 0.70 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 24% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 27% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Light | +3% |
Nature | +11% |
Physical | +3% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +45% |
Fire | +10% |
Light | +10% |
Defense: Base
Armour (hardiness) | 55 (45%) |
Defense | 30 |
Ranged Defense | 33 |
Fatigue | 11 |
Physical Save | 31 |
Spell Save | 35 |
Mental Save | 35 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 24%( 70%) |
Physical | + 24%( 70%) |
Cold | + 24%( 70%) |
All | + 10%( 70%) |
Lightning | + 46%( 70%) |
Light | + 18%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 33%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 434% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Contingency |
talent | Chant of Fortress |
talent | Secrets of the Eternals |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +1. | 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 Shardskin. * 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 |
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: 85. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. 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 hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 vial of wight ectoplasm. * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. | 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! | active |
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 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +28% lightning / +7% temporal / +15% fire Changes resistances penetration: +20% lightning / +10% fire Changes damage: +6% fire A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 On weapon hit: * Slows global speed by 40% Damage (Ranged): +20 cold / +28 fire Burst (radius 2) on crit: +8 fire / +14 cold Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +12 Wil / +4 Cun / +12 Lck Changes resistances: +15% blight / +9% light / +6% lightning Changes resistances penetration: +10% light Changes damage: +3% light Mental save: +14 (+6 eff.) Spell crit. chance: +3% Mindpower: +6 (+3 eff.) Mental crit. chance: +6% A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +4 Changes stats: +4 Con Physical save: +6 (+3 eff.) Maximum stamina: +10.00 Healing mod.: +40% It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +25% mind Life regen: +1.00 Maximum life: +52.00 Healing mod.: +18% Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +8 Lck Trap disarming bonus: +7 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 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: 143% Firing range: +7 Travel speed: +200% Damage (Ranged): +11 fire When wielded/worn: Changes damage: +15% fire Longbows are used to shoot arrows at your foes. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 5 fire Changes resistances: +9% acid / +11% fire / +5% cold / +10% physical Allows you to breathe in: water A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +13 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Str / +5 Con Changes resistances: +11% cold Spell save: +18 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +3 Con Cut immunity: +50% Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 210 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 246/400. 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Spiegel the Shalore Temporal Warden level 15
44th Dusk 122nd year of Ascendancy at 13:56 see stats
By Spiegel the Shalore Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 16:46 see stats
By Spiegel the Shalore Temporal Warden level 15
47th Dusk 122nd year of Ascendancy at 19:54 see stats
By Spiegel the Shalore Temporal Warden level 25
8th Regrowth 123rd year of Ascendancy at 17:14 see stats
By Spiegel the Shalore Temporal Warden level 18
66th Dusk 122nd year of Ascendancy at 12:16 see stats
By Spiegel the Shalore Temporal Warden level 26
19th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Spiegel the Shalore Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 16:45 see stats
By Spiegel the Shalore Temporal Warden level 20
79th Haze 122nd year of Ascendancy at 16:32 see stats
By Spiegel the Shalore Temporal Warden level 18
58th Dusk 122nd year of Ascendancy at 12:31 see stats
By Spiegel the Shalore Temporal Warden level 25
1st Regrowth 123rd year of Ascendancy at 11:09 see stats
By Spiegel the Shalore Temporal Warden level 18
66th Dusk 122nd year of Ascendancy at 11:57 see stats
By Spiegel the Shalore Temporal Warden level 7
8th Mirth 122nd year of Ascendancy at 04:29 see stats
By Spiegel the Shalore Temporal Warden level 18
66th Dusk 122nd year of Ascendancy at 11:57 see stats
By Spiegel the Shalore Temporal Warden level 19
57th Haze 122nd year of Ascendancy at 14:00 see stats
By Spiegel the Shalore Temporal Warden level 7
6th Mirth 122nd year of Ascendancy at 09:26 see stats
By Spiegel the Shalore Temporal Warden level 18
53rd Haze 122nd year of Ascendancy at 14:29 see stats
By Spiegel the Shalore Temporal Warden level 19
56th Haze 122nd year of Ascendancy at 23:19 see stats
By Spiegel the Shalore Temporal Warden level 26
20th Regrowth 123rd year of Ascendancy at 08:22 see stats
By Spiegel the Shalore Temporal Warden level 17
56th Dusk 122nd year of Ascendancy at 04:06 see stats
By Spiegel the Shalore Temporal Warden level 4
78th Pyre 122nd year of Ascendancy at 06:54 see stats
Log
You gain 5.00 gold from the transmogrification of The Jolt.
You gain 1.25 gold from the transmogrification of pouch of steel shots of crippling (18/18, 21-25.2 power, 2 apr).
You gain 1.87 gold from the transmogrification of spiked steel plate armour of lightning resistance (4 def, 9 armour).
You gain 1.64 gold from the transmogrification of spiked cured leather armour of acid resistance (2 def, 4 armour).
You gain 1.09 gold from the transmogrification of stabilizing rough leather cap of strength (+3) (0 def, 1 armour).
You gain 2.85 gold from the transmogrification of pair of rough leather boots of rushing (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 0.88 gold from the transmogrification of thick linen cloak (1 def, 6 armour).
You gain 1.74 gold from the transmogrification of enveloping linen cloak of Eldoral (7 def, 0 armour).
You gain 0.79 gold from the transmogrification of grounding rough leather belt of resilience.
You gain 3.21 gold from the transmogrification of ash magestaff of illumination (15-18 power, 3 apr, fire element).
You gain 15.86 gold from the transmogrification of Khelykath (20-24 power, 3 apr, fire element).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 1.32 gold from the transmogrification of flaming steel mace (14-19.6 power, 3 apr).
You gain 14.09 gold from the transmogrification of Yvumirin the iron longsword (11-15.4 power, 2 apr).
You gain 12.72 gold from the transmogrification of Maleruivon (16-22.4 power, 3 apr).
You gain 3.60 gold from the transmogrification of truestriking steel greatsword (23-36.8 power, 2 apr).
You gain 4.30 gold from the transmogrification of plaguebringer's steel dagger (12.5-16.25 power, 6 apr).
You gain 2.97 gold from the transmogrification of hateful steel dagger of erosion (12.5-16.25 power, 6 apr).
You gain 3.26 gold from the transmogrification of flaming steel dagger of vileness (14-18.2 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (17.5-26.25 power, 2 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Spiegel deactivates Chant of Fortress.
Spiegel deactivates Secrets of the Eternals.
Spiegel deactivates Weapon Folding.
Spiegel deactivates Contingency.