Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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.
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Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 19 / 17% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 45 (base 37) |
Constitution | 10 (base 10) |
Magic | 49 (base 47) |
Willpower | 12 (base 12) |
Cunning | 12 (base 10) |
Resources
Life | 576/576 |
Paradox | 200 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 11.832096104943 |
See Invisible | 11.832096104943 |
Offense: Mainhand
Damage | 62 |
Accuracy | 51 |
Crit Chance | 5% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Light | +11% |
Mind | +26% |
Arcane | +6% |
Fire | +26% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +5% |
Physical | +15% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (38.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 23 |
Mental Save | 25 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 17%( 70%) |
Mind | + 22%( 70%) |
All | + 9%( 70%) |
Lightning | + 26%( 70%) |
Light | + 26%( 70%) |
Temporal | + 24%( 70%) |
Fire | + 31%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
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 130 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.41 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Contingency |
talent | Temporal Hounds |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 8): Mirror Match | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Yarunik the pair of iron boots (20 def, 3 armour) Yarunik the pair of iron boots (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Defense: +20 (+7 eff.) Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% physical Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of yew arrows 'Gerion' (17/17, 29-41 power, 10 apr) =vault= quiver of yew arrows 'Gerion' (17/17, 29-41 power, 10 apr) =vault=Requires: - Dexterity 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to create vines that bind the target to the ground dealing 67 nature damage and pinning them for 3 turns * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (Ranged): +20 blight Damage (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 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 | Vorudhenor (0 def, 1 armour) Vorudhenor (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +5% temporal / +3% nature / +9% blight Disease immunity: +10% Pinning immunity: +10% Maximum life: +60.00 A cap made of leather. |
Tool | Earugothad [power 116] (20 cooldown) Earugothad [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +15% mind Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +5 (+3 eff.) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Blazefame the copper ring Blazefame the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid / 2 fire Changes resistances: +11% mind / +6% acid Changes resistances penetration: +5% mind / +10% acid Changes damage: +11% mind Rings make your fingers look great! |
On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
Around waist | Glimmervein the rough leather belt Glimmervein the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +1 Dex Changes resistances: +3% light Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) Light radius: +2 A belt that goes around your waist. |
In main hand | Zuboyana ZuboyanaRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +4 blight / +9 fire / +12 arcane When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes damage: +3% arcane / +12% fire Longbows are used to shoot arrows at your foes. |
On hands | Radhigagrim the iron gauntlets (0 def, 1 armour) Radhigagrim the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +2 Mag Changes resistances: +6% lightning / +3% acid Changes damage: +4% lightning / +3% arcane Spellpower: +15 (+5 eff.) Damage Shield penetration: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | woollen robe 'Ce'Nytha' (10 def, 0 armour) woollen robe 'Ce'Nytha' (10 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% acid / +21% fire / +16% light / +9% all Changes damage: +11% light / +14% fire Spell save: +6 (+3 eff.) Mental save: +17 (+9 eff.) Poison immunity: +10% Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Aerudavea the linen cloak (1 def, 0 armour) Aerudavea the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str Changes resistances: +3% mind Maximum life: +31.00 Maximum psi: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Brighttouch BrighttouchCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 39% Changes resistances: +6% temporal / +3% fire Changes resistances penetration: +5% light / +5% physical Talent mastery: +0.11 Chronomancy / Speed Control Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 579%; cd 9) =cd 9= movement infusion of the duelist (speed 579%; cd 9) =cd 9=Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 60; dur 4; cd 16) shielding rune (absorb 60; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 60 damage for 4 turns. 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. |
shielding rune of the duelist (absorb 185; dur 3; cd 17) shielding rune of the duelist (absorb 185; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 at most 185 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 185; dur 5; cd 17) shielding rune of the duelist (absorb 185; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 at most 185 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Confusion immunity: +24% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
Hurebers the Lightningfury (10-13 power, 5 apr) Hurebers the Lightningfury (10-13 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 6 lightning Changes damage: +3% lightning / +6% cold Sharp, short and deadly. |
Loamvice the iron dagger (10-13 power, 5 apr) Loamvice the iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 1) on hit: +16 lightning When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 39% Damage when hit (Melee): 4 nature Changes resistances penetration: +5% nature Sharp, short and deadly. |
voratun longsword of paradox (42-59 power, 6 apr) voratun longsword of paradox (42-59 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes resistances: +5% temporal Sharp, long, and deadly. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven linen robe of the mind (+10%) (0 def, 0 armour) mindwoven linen robe of the mind (+10%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% mind / +7% all Changes damage: +10% mind Mental save: +15 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken Rags of the Sanctuary of darkness (+18%) (0 def, 0 armour) timebroken Rags of the Sanctuary of darkness (+18%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +18% darkness / +7% all Changes damage: +8% temporal / +7% arcane / +12% darkness Maximum mana: +16.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazepunish (0 def, 1 armour) Blazepunish (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +12% temporal / +6% nature / +3% darkness Light radius: +1 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+5 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand iron gauntlets of dexterity (+2) (0 def, 6 armour) sand iron gauntlets of dexterity (+2) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +6 Fatigue: +1% Damage (Melee): 5 physical Changes stats: +2 Dex Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Drimnir the Blackwolf (0 def, 3 armour) Drimnir the Blackwolf (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Lustrepower' (6 def, 0 armour) linen wizard hat 'Lustrepower' (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Cun Changes resistances: +3% light Changes damage: +9% physical Mental save: +5 (+3 eff.) Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
121 alchemist agate 121 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. |
7 aquamarine 7 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. |
3 opal 3 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 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 96 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding [power 110] (20 cooldown) =shield all= elm wand of shielding [power 110] (20 cooldown) =shield all=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Chrono Bones the Skeleton Temporal Warden level 11
8th Mirth 122nd year of Ascendancy at 16:01 see stats
By Chrono Bones the Skeleton Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 21:53 see stats
By Chrono Bones the Skeleton Temporal Warden level 16
3rd Flare 122nd year of Ascendancy at 11:48 see stats
Log
Temporal hound is no longer out of phase.
You gain 0.55 gold from the transmogrification of pouch of steel shots of accuracy (17/17, 22-27 power, 2 apr).
You gain 1.98 gold from the transmogrification of deadly pouch of stralite shots of erosion (21/21, 51-61 power, 5 apr).
You gain 1.55 gold from the transmogrification of cleansing steel plate armour of lightning resistance (0 def, 9 armour).
You gain 10.41 gold from the transmogrification of Xanyyalenne (0 def, 15 armour).
You gain 10.77 gold from the transmogrification of rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour).
You gain 19.27 gold from the transmogrification of steel mail armour 'Bethathra' (2 def, 6 armour).
You gain 1.20 gold from the transmogrification of prismatic iron mail armour (2 def, 4 armour).
You gain 0.25 gold from the transmogrification of iron helm (0 def, 3 armour).
You gain 1.45 gold from the transmogrification of bladed iron helm (0 def, 3 armour).
You gain 3.89 gold from the transmogrification of traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 1.47 gold from the transmogrification of spellwoven cashmere robe of light (+16%) (0 def, 0 armour).
You gain 1.24 gold from the transmogrification of mindwoven woollen robe of the mind (+12%) (0 def, 0 armour).
You gain 2.39 gold from the transmogrification of potent ash magestaff of might (18-22 power, 3 apr, fire element).
You gain 0.25 gold from the transmogrification of elm starstaff (10-12 power, 2 apr, darkness element).
You gain 2.88 gold from the transmogrification of ash magestaff of warding (15-18 power, 3 apr, arcane element).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, fire element).
You gain 0.50 gold from the transmogrification of vined mindstar (6-6 power, 18 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel mace (16-22 power, 3 apr).
You gain 1.21 gold from the transmogrification of chilling steel longsword (14-19 power, 3 apr).
You gain 2.99 gold from the transmogrification of steel greatsword of crippling (24-38 power, 2 apr).
You gain 2.25 gold from the transmogrification of hateful steel greatsword (24-39 power, 2 apr).
You gain 1.55 gold from the transmogrification of chilling steel greatsword of massacre (34-55 power, 2 apr).
You gain 14.22 gold from the transmogrification of Nimbusedge (42-64 power, 2 apr).
You gain 3.32 gold from the transmogrification of truestriking dwarven-steel dagger (20-26 power, 7 apr).
You gain 2.99 gold from the transmogrification of steel dagger of crippling (13-17 power, 6 apr).
You gain 2.74 gold from the transmogrification of chilling steel dagger of phasing (12-15 power, 14 apr).
You gain 4.37 gold from the transmogrification of balanced steel dagger of daylight (13-17 power, 6 apr).
You gain 15.15 gold from the transmogrification of Scabsting the steel dagger (14-18 power, 6 apr).