











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 24 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 68th Regrowth 123rd year of Ascendancy at 05:37 5 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 59 (base 34) |
| Constitution | 17 (base 10) |
| Magic | 85 (base 54) |
| Willpower | 42 (base 26) |
| Cunning | 28 (base 10) |
Resources
| Life | 521/521 |
| Paradox | 0 |
| Healing Factor | 1.162941519274 |
| Regeneration | 2.6166184183665 |
Speed
| Mental | -4.1078251911131E-13% |
| Attack | -4.1078251911131E-13% |
| Movement | -66.666666666667% |
| Spell | -4.1078251911131E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 18.338071114334 |
| See Invisible | 18.338071114334 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 58 |
| Crit Chance | 10% |
| APR | 23 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +20% |
| Temporal | +17% |
| Blight | +7% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 35 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Light | + 45%( 70%) |
| Lightning | + 16%( 70%) |
| Darkness | + 9%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 13% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 85 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 372.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 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 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| 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
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
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 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: 97. | 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. | 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 the fox. He has given you some notes on the ingredients: * '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 chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice wyrm tooth. * 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 minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | blightbringer's pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag Changes damage: +6% acid / +7% blight Disease immunity: +23% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
| Quiver | flaming quiver of elven-wood arrows of accuracy (22/22, 42-58 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Damage (radius 1) on hit: +12 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | shielding linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +15% light Changes damage: +10% light Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | marksman's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): 10 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 24 Damage (Ranged): 6 physical Changes stats: +8 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | hardened leather belt 'Aeramina'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +5 Dex / +4 Cun / +2 Con / +7 Lck Changes resistances: +7% physical Changes resistances penetration: +20% physical Trap disarming bonus: +15 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] 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 chance (max 25%) Attack speed: 111% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | Blind's kiss (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +5 Dex / +3 Con Changes resistances: +9% darkness / +6% cold Changes resistances penetration: +15% light Changes damage: +4% cold Infravision radius: +2 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. |
| Main armor | Salovea (6 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +16% lightning / +17% acid Mental save: +12 (+4 eff.) Equilibrium when hit: +0.16 Only die when reaching: -20.00 life Maximum stamina: +30.00 A suit of armour made of leather. |
| Cloak | Tudir the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +10% acid Mental save: +18 (+6 eff.) Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's gold amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag / +3 Wil Mental save: +7 (+3 eff.) Confusion immunity: +13% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Inventory
voratun pickaxe 'Zayarig' (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +8 (+4 eff.) Changes stats: +6 Cun / +3 Str Changes resistances: +13% nature Changes damage: +8% nature / +9% mind Critical mult.: +16.00% Only die when reaching: -20.00 life Maximum life: +60.00 Mindpower: +15 (+6 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
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) 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. |
innervating yew totem of healing [power 272] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Ce'Nymina' [power 230] (20 cooldown) =Shield All=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +6 Wil / +1 Mag Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +10 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alice the Cornac Temporal Warden level 18
38th Dusk 122nd year of Ascendancy at 10:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alice the Cornac Temporal Warden level 18
47th Dusk 122nd year of Ascendancy at 10:53 see stats
Exterminator
Killed 1000 creatures.By Alice the Cornac Temporal Warden level 17
33rd Dusk 122nd year of Ascendancy at 22:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alice the Cornac Temporal Warden level 18
38th Dusk 122nd year of Ascendancy at 08:19 see stats
Level 10
Got a character to level 10.By Alice the Cornac Temporal Warden level 10
5th Flare 122nd year of Ascendancy at 18:11 see stats
Level 20
Got a character to level 20.By Alice the Cornac Temporal Warden level 20
63rd Haze 122nd year of Ascendancy at 21:58 see stats
Paradoxology
Both killed your future self and got killed by your future self.By Alice the Cornac Temporal Warden level 20
64th Haze 122nd year of Ascendancy at 20:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Alice the Cornac Temporal Warden level 18
70th Dusk 122nd year of Ascendancy at 03:49 see stats
Self-killer
Killed your future self.By Alice the Cornac Temporal Warden level 20
64th Haze 122nd year of Ascendancy at 20:01 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Alice the Cornac Temporal Warden level 18
38th Dusk 122nd year of Ascendancy at 10:23 see stats
The Arena
Unlocked Arena mode.By Alice the Cornac Temporal Warden level 6
79th Pyre 122nd year of Ascendancy at 08:40 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Alice the Cornac Temporal Warden level 18
38th Dusk 122nd year of Ascendancy at 10:23 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alice the Cornac Temporal Warden level 22
12nd Regrowth 123rd year of Ascendancy at 20:21 see stats
The secret city
Discovered the truth about mages.By Alice the Cornac Temporal Warden level 9
1st Summertide 122nd year of Ascendancy at 16:49 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Alice the Cornac Temporal Warden level 22
12nd Regrowth 123rd year of Ascendancy at 07:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alice the Cornac Temporal Warden level 21
69th Haze 122nd year of Ascendancy at 23:52 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Alice the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 23:00 see stats
Log
Alice receives 32 healing from Temporal Restoration Field.
Alice the level 24 cornac temporal warden was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Temporal Restoration Field killed Alice!
Saving game...
Saving done.
Talent Warden's Focus is ready to use.
Ran for 2 turns (stop reason: interesting character).
Resting starts...
Talent Fold Fate is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Thread the Needle is ready to use.
Talent Guardian Unity is ready to use.
Talent Fold Warp is ready to use.
Talent Webs of Fate is ready to use.
Talent Seal Fate is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Weapon Folding is ready to use.
Talent Phase Pulse is ready to use.
Talent Time Stop is ready to use.
Talent Time Shield is ready to use.
Talent Haste is ready to use.
Talent Contingency is ready to use.
Rested for 46 turns (stop reason: all resources and life at maximum).






































































