











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 10 / 96% |
Size | medium |
Lifes / Deaths | Killed by Guda the stone troll at level 6 on the 2nd Mirth 122nd year of Ascendancy at 19:57 2 / 2Killed by Givena the rattlesnake at level 10 on the 7th Mirth 122nd year of Ascendancy at 23:26 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 26 (base 21) |
Constitution | 10 (base 10) |
Magic | 44 (base 34) |
Willpower | 17 (base 12) |
Cunning | 15 (base 10) |
Resources
Life | 224/224 |
Mana | 114/114 |
Paradox | 270 |
Healing Factor | 1.0400003099961 |
Regeneration | 3.3800010074875 |
Speed
Mental | -6.9944050551385E-13% |
Attack | -6.9944050551385E-13% |
Movement | -2.2204460492503E-14% |
Spell | -6.9944050551385E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 16.904784402133 |
See Invisible | 16.904784402133 |
Offense: Mainhand
Damage | 49 |
Accuracy | 38 |
Crit Chance | 7% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Nature | +3% |
Lightning | +17% |
Acid | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (49.007671158813%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 26 |
Mental Save | 22 |
Defense: Resistances
Cold | + 5%( 70%) |
Lightning | + 24%( 70%) |
Light | + 11%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 26%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.41 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Premonition |
talent | Contingency |
talent | Temporal Hounds |
Quests
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | 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 |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Mag defense ------ Armor +1 Resistance +9% lightning +3% temporal +5% fire +5% arcane +5% cold A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.4x Uses 50% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +1.0% Capacity 44 Auto Reload 4 Ignore Shields +30% On-Hit, radius 1 +8 darkness +4 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +3% lightning defense ------ Armor +1 Resistance +6% lightning Unarmed combat: Weapon Damage 97% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% darkness Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% acid Ignore resists +5% lightning +15% acid When Hit 2 cold Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +4 Cun +6 Lck offense ------ Damage +3% nature Ignore Armor +2 defense ------ Defense +10 (+3 eff.) Stealth +6 other ------- Disarm Traps +6 Infravision +5 A belt that goes around your waist. |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% light +11% darkness A suit of armour made of leather. |
In main hand | ![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +12 lightning On-Hit, radius 1 +8 cold While equipped: offense ------ Damage +14% lightning defense ------ Resistance +9% lightning Mind save +6 (+3 eff.) Knockbk Resist +20% Longbows are used to shoot arrows at your foes. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +6% fire Mind save +7 (+4 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Critical power +15.00% defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Spell save +5 (+2 eff.) other ------- Vim-on-crit +1.00 Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +20% other ------- Masteries +0.11 Chronomancy/Chronomancy Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 fire, 4 darkness, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master/Psionic Weapon Damage 132% Range: 1.0x-1.5x Uses 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+4 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.91 cold damage and 8.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+2 eff.) Damage +3% light When Hit 2 temporal defense ------ Resistance +12% light Spell save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Power +2 (+1 eff.) Spellpower +10 (+5 eff.) Damage +3% arcane When Hit 2 arcane defense ------ Resistance +6% light +3% darkness Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Damage +9% acid +9% darkness defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% nature +3% darkness +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Resistance +12% acid +6% fire +5% cold Unlife -20.00 life Disease Resist +20% Disarm Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Damage +3% acid Ignore resists +15% physical defense ------ Armor +3 Fatigue -3% Physical save +6 (+6 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun +1 Wil offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to reduce armor by 28% defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +5 arcane On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Spellpower +5 (+2 eff.) Ignore resists +5% light defense ------ Armor +3 Fatigue +5% Resistance +3% nature +3% light other ------- Stamina when Hit +0.80 EQ when Hit +1.10 Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% light When Hit 4 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% nature +6% mind +3% light other ------- Light +1 A cap made of leather. |
![]() 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Arcane/Nature Weapon Damage 108% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 Projectile Speed +200% On-Hit, radius 1 +11 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 85 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 On-ranged-hit +9 nature +14 cold On-crit, radius 2 +8 cold Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 other ------- Light +1 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% darkness +9% fire Ignore resists +5% fire Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Senahi the Shalore Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 20:20 see stats
By Senahi the Shalore Temporal Warden level 9
5th Mirth 122nd year of Ascendancy at 11:05 see stats
By Senahi the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 19:48 see stats
Log
Zubayada the shivgoroth's glacial vapour area effect hits Temporal hound for 3 physical, 4 cold (7 total damage).
Zubayada the shivgoroth's glacial vapour area effect hits Temporal hound for 3 physical, 4 cold (7 total damage).
Senahi picks up (q.): rough leather cap 'Kindlehack' (0 def, 1 armour).
Zubayada the shivgoroth's glacial vapour area effect hits Temporal hound for 3 physical, 4 cold (7 total damage).
Zubayada the shivgoroth's glacial vapour area effect hits Temporal hound for 3 physical, 4 cold (7 total damage).
Resting starts...
Senahi retunes the fabric of spacetime.
Zubayada the shivgoroth's glacial vapour area effect hits Temporal hound for 3 physical, 4 cold (7 total damage).
The protective shield of Senahi disappears.
Talent Arrow Stitching is ready to use.
Talent Blink Blade is ready to use.
Rested for 8 turns (stop reason: hostile spotted to the north (Zubayada the shivgoroth)).
Senahi casts Arrow Stitching.
Senahi warps space-time to equip: Rimebrand the elm longbow
flaming quiver of elm arrows of wind.
Something hits Zubayada the shivgoroth for 16 temporal, 13 physical (29 total damage).
Senahi's temporal clone's Arrow Stitching performs a ranged critical strike against Zubayada the shivgoroth!
Senahi's temporal clone's Arrow Stitching hits Zubayada the shivgoroth for 51 physical, 12 lightning (63 total damage).
Senahi's temporal clone's Arrow Stitching killed Zubayada the shivgoroth!
Resting starts...
Senahi retunes the fabric of spacetime.
Talent Arrow Stitching is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Senahi picks up (s.): quiver of elm arrows 'Demonbloom' (18/44, 118% power, 11 apr).
Senahi wears (replacing flaming quiver of elm arrows of wind (18/18, 108% power, 5 apr)): quiver of elm arrows 'Demonbloom' (18/44, 118% power, 11 apr).