Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 28 / 18% |
Size | medium |
Lifes / Deaths | Killed by Arorenn the gigantic gravity worm at level 19 on the 1st Decay 122nd year of Ascendancy at 14:17 0 / 7Killed by skeleton mage at level 25 on the 13rd Regrowth 123rd year of Ascendancy at 04:35 Killed by Yvyda the elven guard at level 25 on the 14th Regrowth 123rd year of Ascendancy at 17:42 Killed by Goda the rogue at level 27 on the 43rd Regrowth 123rd year of Ascendancy at 05:12 Killed by Xomira the cold drake at level 27 on the 44th Regrowth 123rd year of Ascendancy at 06:10 Killed by Urkis, the High Tempest at level 28 on the 51st Regrowth 123rd year of Ascendancy at 05:25 Killed by Urkis, the High Tempest at level 28 on the 51st Regrowth 123rd year of Ascendancy at 07:37 |
Primary Stats
Strength | 31 (base 10) |
Dexterity | 77 (base 43) |
Constitution | 34 (base 18) |
Magic | 78 (base 60) |
Willpower | 31 (base 12) |
Cunning | 45 (base 10) |
Resources
Life | -80/781 |
Paradox | 364 |
Healing Factor | 1.1764705882353 |
Regeneration | 6.1764705882352 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 22.356247795316 |
See Invisible | 46.356247795316 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 87 |
Accuracy | 58 |
Crit Chance | 20% |
APR | 19 |
Speed | 0.91 |
Offense: Offhand
Damage | 40 |
Accuracy | 58 |
Crit Chance | 32% |
APR | 35 |
Speed | 0.82 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +7% |
Lightning | +6% |
Physical | +16% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Temporal | +10% |
Darkness | +10% |
Fire | +5% |
Mind | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (50%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 33 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 27%( 70%) |
Light | + 27%( 70%) |
Temporal | + 47%( 70%) |
Darkness | + 54%( 70%) |
Physical | + 44%( 70%) |
Fire | + 32%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 78% |
Poison Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 435 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 98 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon Folding |
talent | Temporal Hounds |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The time distortion has created a restoration field, healing the target for 24 each turn. Temporal Restoration Field |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is in the center of a lightning hurricane, doing 55.12 to 165.35 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | The target is out of phase with reality, increasing defense by 20, resist all by 16%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
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 defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by ritch flamespitter. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by fox. Escort: repented thief (level 1 of Daikara) | failed |
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 Horned Horror. * 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. | 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Stire of Derth has completed an elixir of precision 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 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 orc heart. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 were killed by your future self, and thus this event never occured. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | traveler's pair of rough leather boots of void walking (0 def, 1 armour) traveler's pair of rough leather boots of void walking (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +10% darkness / +10% temporal Changes resistances penetration: +10% darkness / +10% temporal Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Camuthad the brass lantern Camuthad the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Changes stats: +1 Con Light radius: +5 Infravision radius: +1 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 | Bigozor the hardened leather cap (0 def, 3 armour) Bigozor the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil Changes resistances: +16% darkness / +4% physical Changes resistances penetration: +10% mind Changes damage: +6% physical Mindpower: +10 (+4 eff.) Infravision radius: +4 A cap made of leather. |
On hands | Quenchspiker (0 def, 2 armour) Quenchspiker (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 8 darkness Changes stats: +4 Str / +4 Dex / +3 Mag / +7 Cun Changes resistances: +6% light / +15% darkness Changes damage: +7% darkness / +6% cold Critical mult.: +5.00% Only die when reaching: -20.00 life Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Elussra the ash totem of summon tentacle [power 160] (24/25 cooldown) Elussra the ash totem of summon tentacle [power 160] (24/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +3 Str / +2 Wil / +2 Con Changes resistances: +6% temporal See invisible: +15 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 328 Base Damage: 164 Armor: 13 All Resist: 11 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's gold ring of the mountain (+10%) warrior's gold ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
On fingers | Politha the Glacierquell Politha the GlacierquellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Mag / +4 Wil / +8 Cun Changes damage: +6% cold Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+5 eff.) Spellpower: +10 (+3 eff.) Rings can have magical properties. |
Around neck | gold amulet 'Arcsage' gold amulet 'Arcsage'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -11% Damage when hit (Melee): 8 lightning Changes stats: +3 Dex / +5 Cun / +5 Con Changes resistances: +6% lightning / +16% temporal Changes resistances penetration: +5% lightning / +5% fire Changes damage: +6% lightning Pinning immunity: +31% Knockback immunity: +26% Life regen: +5.00 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
In main hand | Daimutir (21.5-30.1 power, 4 apr) Daimutir (21.5-30.1 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +18 (+5 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Dex / +7 Wil / +8 Con Changes resistances penetration: +20% mind Disarm immunity: +28% Maximum life: +27.00 Maximum hate: +4.00 See invisible: +9 Combat speed: +10% Sharp, long, and deadly. |
Around waist | noble's rough leather belt of recklessness noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
In off hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | volcanic hardened leather armour of command (16 def, 16 armour) volcanic hardened leather armour of command (16 def, 16 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +16 Defense: +16 (+4 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +3 Cun Changes resistances: +12% fire / +14% physical Mental save: +13 (+6 eff.) A suit of armour made of leather. |
Inventory
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
gold onyx ring gold onyx ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +5% nature / +11% blight Poison immunity: +15% Disease immunity: +16% Rings can have magical properties. |
solipsist's gold ring of lightning (+26%) solipsist's gold ring of lightning (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +26% lightning Changes damage: +13% lightning Mindpower: +7 (+3 eff.) Rings can have magical properties. |
linen cloak 'Neramira' (1 def, 8 armour) linen cloak 'Neramira' (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Wil / +3 Cun Changes damage: +9% physical Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightdream (12 def, 13 armour) Nightdream (12 def, 13 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +12 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +24% acid / +3% darkness Changes resistances penetration: +5% mind Mental save: +24 (+10 eff.) Life regen: +4.00 Equilibrium when hit: +0.08 Maximum life: +50.00 Mindpower: +15 (+6 eff.) Healing mod.: +12% A suit of armour made of mail. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Lisuritta (dig speed 14 turns) Lisuritta (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +3 Defense: +4 (+1 eff.) Fatigue: -6% Changes stats: +10 Str / +5 Wil Changes resistances: +7% physical / +6% nature / +3% darkness Blindness immunity: +20% Stun/Freeze immunity: +10% Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Rod of Recall (1/1) 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 Chest 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. |
2 citrine 2 citrine0.00 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. |
Achievements
By Maligen the Skeleton Temporal Warden level 26
41st Regrowth 123rd year of Ascendancy at 10:50 see stats
By Maligen the Skeleton Temporal Warden level 18
33rd Haze 122nd year of Ascendancy at 23:58 see stats
By Maligen the Skeleton Temporal Warden level 20
3rd Decay 122nd year of Ascendancy at 11:40 see stats
By Maligen the Skeleton Temporal Warden level 27
42nd Regrowth 123rd year of Ascendancy at 23:51 see stats
By Maligen the Skeleton Temporal Warden level 10
5th Flare 122nd year of Ascendancy at 16:00 see stats
By Maligen the Skeleton Temporal Warden level 20
2nd Decay 122nd year of Ascendancy at 22:10 see stats
By Maligen the Skeleton Temporal Warden level 19
73rd Haze 122nd year of Ascendancy at 09:32 see stats
By Maligen the Skeleton Temporal Warden level 25
13rd Regrowth 123rd year of Ascendancy at 03:09 see stats
By Maligen the Skeleton Temporal Warden level 26
40th Regrowth 123rd year of Ascendancy at 00:48 see stats
By Maligen the Skeleton Temporal Warden level 11
8th Flare 122nd year of Ascendancy at 09:29 see stats
By Maligen the Skeleton Temporal Warden level 21
9th Decay 122nd year of Ascendancy at 21:10 see stats
By Maligen the Skeleton Temporal Warden level 14
25th Dusk 122nd year of Ascendancy at 00:15 see stats
Log
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Urkis, the High Tempest casts Mudslide.
Maligen is knocked back!
Hurricane from Urkis, the High Tempest killed Temporal hound!
Hurricane from Urkis, the High Tempest killed Temporal hound!
Hurricane from Urkis, the High Tempest killed Maligen's temporal clone!
Hurricane from Urkis, the High Tempest killed Temporal hound!
Urkis, the High Tempest hits Maligen for 46 physical damage.
Deep Wound from Maligen hits Urkis, the High Tempest for 11 physical damage.
Maligen points his Elussra the ash totem of summon tentacle at a spot nearby, releasing a writhing tentacle!
Maligen activates his Elussra the ash totem of summon tentacle!
Maligen's Arrow Echoes performs a ranged critical strike against Urkis, the High Tempest!
Maligen calls forth a temporal warden from another timeline.
Maligen's temporal clone performs a melee critical strike against Urkis, the High Tempest!
Maligen's Arrow Echoes hits Urkis, the High Tempest for 104 physical, 0 lightning, 6 darkness, 5 blight, 13 fire, 11 arcane, 9 temporal (148 total damage).
Maligen's temporal clone hits Urkis, the High Tempest for 71 physical, 5 darkness, 3 fire, 7 temporal, 20 physical, 5 darkness, 3 fire, 7 temporal (119 total damage).
Hurricane from Urkis, the High Tempest hits Maligen for 110 lightning damage.
Maligen receives 28 healing from Temporal Restoration Field.
Urkis, the High Tempest casts Lightning.
Lashing Tentacle is caught inside a Hurricane.
Urkis, the High Tempest hits Lashing Tentacle for 213 lightning damage.
Urkis, the High Tempest hits Maligen for 228 lightning damage.
Maligen the level 28 skeleton temporal warden was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Lashing Tentacle shrugs off Urkis, the High Tempest's 'Dazed'!
The Hurricane around Maligen dissipates.
Maligen is no longer out of phase.
Maligen deactivates Temporal Hounds.
Maligen deactivates Weapon Folding.
The Hurricane around Lashing Tentacle dissipates.