









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Temporal Warden |
Level / Exp | 30 / 94% |
Size | small |
Lifes / Deaths | Killed by yaech diver at level 1 on the 77th Pyre 122nd year of Ascendancy at 16:22 0 / 6Killed by ritch flamespitter at level 7 on the 3rd Mirth 122nd year of Ascendancy at 21:52 Killed by Cowmoiar the human at level 19 on the 53rd Dusk 122nd year of Ascendancy at 01:30 Killed by Leydal the human at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 10:27 Killed by Celia at level 29 on the 53rd Dusk 123rd year of Ascendancy at 06:02 Killed by Elowyn the copperhead snake at level 30 on the 57th Dusk 123rd year of Ascendancy at 09:30 |
Primary Stats
Strength | 16 (base 15) |
Dexterity | 45 (base 26) |
Constitution | 64 (base 58) |
Magic | 70 (base 41) |
Willpower | 32 (base 12) |
Cunning | 39 (base 10) |
Resources
Life | 194/858 |
Paradox | 158 |
Healing Factor | 1.5193965053824 |
Regeneration | 94.871980285884 |
Speed
Mental | +45.071594523956% |
Attack | +35.071594523956% |
Movement | -66.666666666666% |
Spell | +35.071594523956% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 15.659386747067 |
See Invisible | 30.659386747067 |
Offense: Mainhand
Damage | 165 |
Accuracy | 67 |
Crit Chance | 20% |
APR | 20 |
Speed | 0.69 |
Offense: Offhand
Damage | 64 |
Accuracy | 67 |
Crit Chance | 21% |
APR | 9 |
Speed | 0.69 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 15% |
Speed | 0.74034811206929 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 10% |
Speed | 0.74034811206929 |
Offense: Damage Bonus
Arcane | +3% |
Mind | +8% |
All | 0% |
Darkness | +6% |
Light | +6% |
Temporal | +20% |
Physical | +18% |
Cold | +6% |
Nature | +18% |
Offense: Damage Penetration
Darkness | +5% |
Defense: Base
Armour (hardiness) | 22 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 44%( 70%) |
All | + 41%( 70%) |
Darkness | + 70%( 70%) |
Light | + 42%( 70%) |
Temporal | + 43%( 70%) |
Physical | + 48%( 70%) |
Mind | + 48%( 70%) |
Fire | + 48%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Teleport Resistance | 0% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 55% |
Knockback Resistance | 20% |
Stun Resistance | 36% |
Poison Resistance | 28% |
Blind Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Contingency |
talent | Weapon Folding |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's accuracy and power have been increased by 18. 3 Fateweaver |
beneficial effect | Increases defense by 12. Mobile Defense |
beneficial effect | The target is out of phase with reality, increasing defense by 18, resist all by 15%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
beneficial effect | Each turn will fire an arrow at Talbot the Paradox Mage's temporal clone. Arrow Echoes |
beneficial effect | Focused on Talbot the Paradox Mage's temporal clone, +10% critical damage and +10% critical hit chance against this target. Warden's Focus |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | The target has 45 increased life regeneration. Recovery |
beneficial effect | Increases attack, spell, and mind speed by 35%. 2 Time Dilation |
beneficial effect | The target's defense and saves have been increased by 6. 3 Spin |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You failed to protect the lost warrior from death by Eilinesenne the red crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by orc grand master assassin. Escort: repented thief (level 4 of Dreadfell) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 197. | 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. | active |
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 vial of elder vampire blood. * You've found the needed storm wyrm claw. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed skeleton mage skull. * You've found the needed black mamba head. 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 sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ritch stinger. | 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 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 within3 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 |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +15 (+3 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane / +3% light Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Light radius: +1 Healing mod.: +5% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Defense: +20 (+5 eff.) Damage when hit (Melee): 14 fire Changes resistances: +3% acid / +7% fire Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +2% physical / +14% temporal Changes damage: +14% temporal Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Life regen: +4.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Defense: +5 (+1 eff.) Changes stats: +4 Cun / +3 Dex Changes resistances: +1% physical / +6% fire Physical save: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +10 Cun / +2 Str Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Lowers spell cool-downs by: 10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Con Changes resistances: +12% acid Changes damage: +12% physical Life regen: +8.00 Only die when reaching: -80.00 life Maximum life: +47.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +3 Con Changes resistances: +18% darkness / +6% cold Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +36% Life regen: +5.00 Light radius: +1 See invisible: +15 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +4 Cun / +3 Mag Changes resistances: +18% darkness Changes damage: +6% light / +6% temporal / +6% darkness / +6% physical Critical mult.: +15.00% Psi when hit: +0.16 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-20 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +3% blight / +6% nature Changes resistances penetration: +5% darkness Damage against: +18% Summoned Reduced damage from: +20% Summoned Knockback immunity: +20% Maximum life: +60.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +17 (+4 eff.) Changes stats: +2 Str Changes damage: +6% cold Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Disease immunity: +20% Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +8 Wil / +6 Con Changes resistances: +14% darkness / +13% mind / +13% all Changes damage: +18% nature / +3% arcane Physical save: +14 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +29 (+13 eff.) Poison immunity: +28% Disease immunity: +26% Mana each turn: +0.25 Psi each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +10 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Life regen: +2.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% light / +10% darkness Blindness immunity: +24% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +15% nature / +5% all Maximum stamina: +30.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 cold Damage (radius 2) on crit: +20 lightning When wielded/worn: Changes stats: +6 Dex / +16 Wil / +3 Cun / +16 Con Changes damage: +9% cold Reduces incoming crit damage: 15.00% Maximum life: +49.00 Massive two-handed swords. |
![]() Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +13 (+4 eff.) Changes resistances penetration: +10% light / +20% arcane Changes damage: +3% arcane Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +2 Damage Shield penetration: +30% Blunt and deadly. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +7 Dex / +3 Mag / +4 Wil Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Spell save: +17 (+6 eff.) Mental save: +15 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+4 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. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% 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 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% 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 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 Activation costs 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. |
![]() 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Talbot the Yeek Temporal Warden level 29
49th Dusk 123rd year of Ascendancy at 22:51 see stats
By Talbot the Yeek Temporal Warden level 9
2nd Summertide 122nd year of Ascendancy at 15:14 see stats
By Talbot the Yeek Temporal Warden level 30
67th Dusk 123rd year of Ascendancy at 09:57 see stats
By Talbot the Yeek Temporal Warden level 20
76th Dusk 122nd year of Ascendancy at 22:52 see stats
By Talbot the Yeek Temporal Warden level 27
48th Dusk 123rd year of Ascendancy at 01:49 see stats
By Talbot the Yeek Temporal Warden level 24
23rd Dusk 123rd year of Ascendancy at 06:51 see stats
By Talbot the Yeek Temporal Warden level 30
68th Dusk 123rd year of Ascendancy at 04:06 see stats
By Talbot the Yeek Temporal Warden level 10
9th Flare 122nd year of Ascendancy at 05:15 see stats
By Talbot the Yeek Temporal Warden level 20
75th Dusk 122nd year of Ascendancy at 19:29 see stats
By Talbot the Yeek Temporal Warden level 30
57th Dusk 123rd year of Ascendancy at 00:54 see stats
By Talbot the Yeek Temporal Warden level 29
56th Dusk 123rd year of Ascendancy at 11:12 see stats
By Talbot the Yeek Temporal Warden level 10
9th Flare 122nd year of Ascendancy at 05:25 see stats
By Talbot the Yeek Temporal Warden level 21
8th Dusk 123rd year of Ascendancy at 02:23 see stats
By Talbot the Yeek Temporal Warden level 19
57th Dusk 122nd year of Ascendancy at 14:48 see stats
By Talbot the Yeek Temporal Warden level 21
7th Dusk 123rd year of Ascendancy at 15:47 see stats
By Talbot the Yeek Temporal Warden level 27
49th Dusk 123rd year of Ascendancy at 05:38 see stats
By Talbot the Yeek Temporal Warden level 19
49th Dusk 122nd year of Ascendancy at 04:21 see stats
By Talbot the Yeek Temporal Warden level 27
49th Dusk 123rd year of Ascendancy at 10:01 see stats
Log
Melee retaliation hits Talbot for 3 darkness, 6 fire, 2 light, 3 darkness, 6 fire, 2 light, 3 darkness, 6 fire, 2 light, 3 darkness, 6 fire, 2 light (42 total damage).
Talbot hits Talbot the Paradox Mage's temporal clone for (46 converted), 108 physical, (8 converted), 19 temporal, (24 converted), 56 physical, (8 converted), 19 temporal, (67 converted), 157 physical, (6 converted), 14 temporal, (8 converted), 19 temporal, (19 converted), 44 physical, (3 converted), 7 temporal, (3 converted), 8 physical, (8 converted), 19 temporal (468 total damage).
Talbot casts Blade Shear.
Talbot calls forth a temporal warden from another timeline.
Talbot the Paradox Mage's temporal clone is afflicted by a crippling illness!
Talbot the Paradox Mage's temporal clone converts damage to paradox!
Melee retaliation hits Talbot for 3 darkness, 6 fire, 2 light, 3 darkness, 6 fire, 2 light (21 total damage).
Talbot's temporal clone's Shoot hits Talbot the Paradox Mage's temporal clone for (29 converted), 68 physical, (2 converted), 5 blight, (4 converted), 9 fire, (1 converted), 1 lightning (83 total damage).
Talbot hits Talbot the Paradox Mage's temporal clone for (81 converted), 189 physical, (8 converted), 19 temporal, (33 converted), 76 physical, (8 converted), 19 temporal, (15 converted), 34 temporal (336 total damage).
Talbot the Paradox Mage's temporal clone says: 'Meet the guardian!'
Talbot the Paradox Mage's temporal clone converts damage to paradox!
Talbot the Paradox Mage's temporal clone receives 2599 healing.
Talbot's Warden's Focus hits Talbot the Paradox Mage's temporal clone for (0 converted), 0 physical, (5 converted), 11 blight, (7 converted), 17 fire, (1 converted), 3 lightning, (8 converted), 19 temporal (51 total damage).
Talbot's temporal clone's Shoot hits Talbot the Paradox Mage's temporal clone for (25 converted), 58 physical, (2 converted), 5 blight, (4 converted), 9 fire, (1 converted), 1 lightning (73 total damage).
Talbot the Paradox Mage's temporal clone misses Talbot.
Talbot the Paradox Mage's temporal clone misses Talbot.
You gain 14.39 gold from the transmogrification of linen wizard hat 'Shockusher' (1 def, 0 armour).
You gain 1.08 gold from the transmogrification of insulating rough leather cap of strength (+3) (0 def, 1 armour).
You gain 25.00 gold from the transmogrification of Arorak (0 def, 0 armour).
You gain 3.36 gold from the transmogrification of thought-forged steel waraxe of erosion (14-20 power, 3 apr).
You gain 15.83 gold from the transmogrification of ash magestaff 'Glacierterror' (15-18 power, 3 apr, cold element).
You gain 2.00 gold from the transmogrification of steel greatsword of phasing (24-38 power, 12 apr).
You enter a zero gravity zone, beware!
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.
Saving game...
Saving done.