









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 34 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Celia at level 27 on the 26th Dusk 124th year of Ascendancy at 19:16 / 1 |
Primary Stats
| Strength | 43 (base 10) |
| Dexterity | 87 (base 60) |
| Constitution | 15 (base 10) |
| Magic | 101 (base 60) |
| Willpower | 41 (base 12) |
| Cunning | 50 (base 22) |
Resources
| Life | 900/900 |
| Mana | 298/333 |
| Paradox | 147 |
| Healing Factor | 1.1705405405406 |
| Regeneration | 10.827500000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.000000000004% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 27.654844830331 |
| See Invisible | 48.654844830331 |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 57 |
| Crit Chance | 28% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 90 |
| Accuracy | 57 |
| Crit Chance | 34% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Acid | +9% |
| Darkness | +15% |
| Blight | +22% |
| Physical | +16% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +35% |
| Temporal | +20% |
| Nature | +30% |
| Lightning | +15% |
| Cold | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 12 (64.692942254812%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 35 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 34%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 40% |
Inscriptions (4/4)
| 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 368 damage for 4 turns. Its effects scale with your Magic stat. |
| 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: 4 Cooldown: 18 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%. |
| 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 314.00 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. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.49 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Temporal Hounds |
| talent | Premonition |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Reduces cold damage received by 24%. Premonition Shield |
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. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 272. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou 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 within9 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | Samirath (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +10 Dex / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +8% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A pair of boots made of leather. |
| Light source | DaywrackCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +10 Cun / +4 Mag Changes resistances: +12% light Reduces incoming crit damage: 5.00% Light radius: +8 Infravision radius: +3 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Chadodin' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +15 Str / +14 Wil / +5 Cun Changes resistances: +9% acid / +14% physical Physical save: +14 (+7 eff.) Mindpower: +5 (+2 eff.) See invisible: +15 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 354.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Glacierrazor the yew wand of shielding [power 266] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances penetration: +25% acid / +10% cold Changes damage: +15% darkness / +6% cold It can be used to create a shield absorbing up to 266 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 the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes resistances penetration: +10% all 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 can have magical properties. |
| On fingers | steel ring 'Carrionblow'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce armor by 39% Changes stats: +6 Dex / +6 Mag / +5 Wil / +6 Cun Changes resistances penetration: +20% nature Changes damage: +9% acid Life regen: +9.00 Maximum life: +64.00 Spellpower: +7 (+1 eff.) Healing mod.: +13% Rings can have magical properties. |
| Around neck | grounding gold amulet of mastery (0.19 Chronomancy / Blade Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +20% lightning Talent mastery: +0.19 Chronomancy / Blade Threading Stun/Freeze immunity: +23% Amulets can have magical properties. |
| In main hand | flaming stralite mace of massacre (45-63 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 45.0 - 63.0 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% Damage (radius 1) on hit: +8 fire Blunt and deadly. |
| Around waist | balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +6 Mag / +7 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. |
| In off hand | elemental stralite dagger of massacre (37-48.1 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 103 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +5% lightning Sharp, short and deadly. |
| Cloak | 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 | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 59.55 physical damage and 102.67 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
gold ring 'Chamorig'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +26% light / +6% blight Changes resistances penetration: +10% mind Changes damage: +13% light / +3% blight Stun/Freeze immunity: +30% Life regen: +14.00 Maximum life: +53.00 Healing mod.: +13% Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
keeper's elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +12% physical / +12% temporal / +12% all Changes damage: +18% physical / +12% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +3 Mag / +5 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +7% A belt that goes around your waist. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+8 eff.) Mental save: +15 (+7 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
focusing Rags of the Sanctuary of lightning (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +16% lightning / +7% all Changes damage: +11% lightning Mana each turn: +0.11 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Rags of the Sanctuary (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +16 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
103 alchemist agate0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Salima the Morbusgore (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +7% physical / +3% nature / +9% cold Changes damage: +12% nature Critical mult.: +5.00% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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.(97 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Beigen (18/18, 55.5-66.6 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 18 On weapon hit: * Create an explosion dealing 117 lightning damage (1/turn) On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (radius 1) on hit: +13 fire Damage (radius 2) on crit: +12 physical When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 amber0.00 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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Smelly The Skelly the Skeleton Temporal Warden level 32
32nd Haze 124th year of Ascendancy at 10:05 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Smelly The Skelly the Skeleton Temporal Warden level 31
21st Haze 124th year of Ascendancy at 21:02 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Smelly The Skelly the Skeleton Temporal Warden level 26
20th Dusk 124th year of Ascendancy at 08:20 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Smelly The Skelly the Skeleton Temporal Warden level 34
79th Haze 124th year of Ascendancy at 23:27 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Smelly The Skelly the Skeleton Temporal Warden level 24
54th Dusk 123rd year of Ascendancy at 01:23 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Smelly The Skelly the Skeleton Temporal Warden level 11
56th Haze 122nd year of Ascendancy at 11:01 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Smelly The Skelly the Skeleton Temporal Warden level 33
53rd Haze 124th year of Ascendancy at 14:39 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Smelly The Skelly the Skeleton Temporal Warden level 20
48th Pyre 123rd year of Ascendancy at 22:14 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Smelly The Skelly the Skeleton Temporal Warden level 17
5th Pyre 123rd year of Ascendancy at 09:11 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smelly The Skelly the Skeleton Temporal Warden level 26
68th Haze 123rd year of Ascendancy at 01:08 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Smelly The Skelly the Skeleton Temporal Warden level 32
49th Haze 124th year of Ascendancy at 14:24 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smelly The Skelly the Skeleton Temporal Warden level 19
8th Pyre 123rd year of Ascendancy at 14:43 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Smelly The Skelly the Skeleton Temporal Warden level 32
23rd Haze 124th year of Ascendancy at 18:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Smelly The Skelly the Skeleton Temporal Warden level 10
43rd Haze 122nd year of Ascendancy at 18:11 see stats
Level 20 (Roguelike)
Got a character to level 20.By Smelly The Skelly the Skeleton Temporal Warden level 20
47th Pyre 123rd year of Ascendancy at 05:02 see stats
Level 30 (Roguelike)
Got a character to level 30.By Smelly The Skelly the Skeleton Temporal Warden level 30
19th Haze 124th year of Ascendancy at 07:10 see stats
Paradoxology (Roguelike)
Both killed your future self and got killed by your future self.By Smelly The Skelly the Skeleton Temporal Warden level 21
49th Pyre 123rd year of Ascendancy at 01:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Smelly The Skelly the Skeleton Temporal Warden level 14
6th Regrowth 123rd year of Ascendancy at 09:41 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Smelly The Skelly the Skeleton Temporal Warden level 26
59th Dusk 123rd year of Ascendancy at 17:22 see stats
Self-killer (Roguelike)
Killed your future self.By Smelly The Skelly the Skeleton Temporal Warden level 21
49th Pyre 123rd year of Ascendancy at 01:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Smelly The Skelly the Skeleton Temporal Warden level 26
19th Dusk 124th year of Ascendancy at 15:50 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Smelly The Skelly the Skeleton Temporal Warden level 34
63rd Haze 124th year of Ascendancy at 11:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Smelly The Skelly the Skeleton Temporal Warden level 8
1st Flare 122nd year of Ascendancy at 21:00 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Smelly The Skelly the Skeleton Temporal Warden level 21
6th Mirth 123rd year of Ascendancy at 17:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Smelly The Skelly the Skeleton Temporal Warden level 14
39th Regrowth 123rd year of Ascendancy at 01:05 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Smelly The Skelly the Skeleton Temporal Warden level 21
6th Mirth 123rd year of Ascendancy at 12:24 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Smelly The Skelly the Skeleton Temporal Warden level 24
8th Dusk 123rd year of Ascendancy at 09:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Smelly The Skelly the Skeleton Temporal Warden level 16
64th Regrowth 123rd year of Ascendancy at 13:30 see stats
Unstoppable (Roguelike)
Returned from the dead.By Smelly The Skelly the Skeleton Temporal Warden level 27
26th Dusk 124th year of Ascendancy at 19:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Smelly The Skelly the Skeleton Temporal Warden level 30
21st Haze 124th year of Ascendancy at 05:19 see stats
Log
Glyvea the venom drake hatchling casts Invoke Darkness.
Temporal hound has started to unravel.
Glyvea the venom drake hatchling hits Temporal hound for 311 darkness damage.
Today is the 27th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:18.
Spitting spider uses Infusion: Wild.
Spitting spider lessens the pain.
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Gaeramarth uses Web.
Smelly The Skelly shrugs off the effect 'Pinned to the ground'!
Automatic use of talent Shoot skipped: cooldown too low (0).
Temporal hound has unraveled!
Spitting spider seems to search the ground...
Automatic use of talent Shoot skipped: cooldown too low (0).
Smelly The Skelly deactivates Temporal Hounds.
Smelly The Skelly deactivates Phase Pulse.
Smelly The Skelly deactivates Contingency.
Smelly The Skelly deactivates Premonition.
The protective shield of Smelly The Skelly disappears.
Smelly The Skelly deactivates Weapon Folding.


























































































