Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Temporal Warden |
Level / Exp | 18 / 27% |
Size | small |
Lifes / Deaths | Killed by Ce'Nulema the red ooze at level 18 on the 62nd Dusk 122nd year of Ascendancy at 08:29 4 / 2Killed by Ginny at level 18 on the 62nd Dusk 122nd year of Ascendancy at 08:34 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 26 (base 22) |
Constitution | 24 (base 24) |
Magic | 47 (base 42) |
Willpower | 30 (base 13) |
Cunning | 23 (base 12) |
Resources
Life | 384/384 |
Paradox | 300 |
Healing Factor | 1.2672674059366 |
Regeneration | 5.3858864752306 |
Speed
Mental | +1.7763568394003E-13% |
Attack | +1.7763568394003E-13% |
Movement | -66.666666666667% |
Spell | +1.7763568394003E-13% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 11.462006559679 |
See Invisible | 11.462006559679 |
Offense: Mainhand
Damage | 64 |
Accuracy | 43 |
Crit Chance | 7% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Darkness | +13% |
Light | +10% |
Temporal | +21% |
Offense: Damage Penetration
Temporal | +8% |
Physical | +8% |
Cold | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 14 (49.007671158813%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 24 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 3%( 70%) |
Light | + 40%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 37%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 37% |
Confusion Resistance | 69% |
Disarm Resistance | 50% |
Silence Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Chronomancy / Bow Threading | 1.45 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | active |
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 within5 lumberjacks have died. | done |
Equipment
On feet | wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Physical save: +11 (+6 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
Quiver | Gorydil the quiver of yew arrows (45/45, 32-46 power, 13 apr) Gorydil the quiver of yew arrows (45/45, 32-46 power, 13 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +2.0% Capacity: 45 Travel speed: +200% Damage (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap 'Malikhad' (0 def, 1 armour) rough leather cap 'Malikhad' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +9% mind Pinning immunity: +10% Mindpower: +5 (+2 eff.) Healing mod.: +5% A cap made of leather. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | stralite ring 'Glikira' stralite ring 'Glikira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +3 Dex Changes resistances: +26% darkness Changes damage: +13% darkness Physical save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +29% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | Amavor AmavorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +19 (+7 eff.) Changes stats: +2 Cun Mental save: +9 (+3 eff.) Life regen: +2.00 Rings make your fingers look great! |
Around waist | Layithra the Radiancebrand Layithra the RadiancebrandPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% lightning Changes resistances penetration: +10% cold Maximum encumbrance: +22 Light radius: +3 A belt that goes around your waist. |
In main hand | warden's elm longbow of recursion warden's elm longbow of recursionRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 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: +6 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +2 Changes stats: +3 Mag Changes resistances penetration: +8% temporal / +8% physical Changes damage: +9% temporal / +9% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Betotira the hardened leather gloves (0 def, 2 armour) Betotira the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes damage: +12% temporal Physical save: +16 (+8 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +30% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | prismatic cured leather armour of temporal resistance (6 def, 4 armour) prismatic cured leather armour of temporal resistance (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +16% temporal / +10% light / +11% darkness A suit of armour made of leather. |
Cloak | Festertreason (2 def, 0 armour) Festertreason (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +4 Str / +6 Wil / +3 Cun Changes resistances penetration: +10% nature Critical mult.: +16.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful steel amulet of magic (+2) restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +2.00 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
This item will automatically be transmogrified when you leave the level. blink rune of the warrior (range 4; phase 16; cd 10)blink rune of the warrior (range 4; phase 16; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 10 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength 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. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
elemental dwarven-steel greatmaul of massacre (54-80 power, 2 apr) elemental dwarven-steel greatmaul of massacre (54-80 power, 2 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +14% lightning Changes damage: +13% lightning Massive two-handed mauls. |
arcing iron longsword (10-15 power, 2 apr) arcing iron longsword (10-15 power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace of daylight (14-20 power, 3 apr)flaming steel mace of daylight (14-20 power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 light Damage (radius 1) on hit: +9 fire Damage against: +7% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of resolve (4-4 power, 18 apr, mind damage)gifted vined mindstar of resolve (4-4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash magestaff of fate (15-18 power, 3 apr, fire element)ash magestaff of fate (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing steel waraxe (14-20 power, 3 apr)arcing steel waraxe (14-20 power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage One-handed war axes. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.39 to 52.17 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +4% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour) insulating rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% fire / +5% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (15/15, 23-32 power, 7 apr)quiver of ash arrows (15/15, 23-32 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (20/20, 20-27 power, 7 apr)quiver of ash arrows (20/20, 20-27 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral quiver of ash arrows of accuracy (13/13, 20-27 power, 7 apr)tundral quiver of ash arrows of accuracy (13/13, 20-27 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 13 Damage (Ranged): +18 cold Damage (radius 2) on crit: +9 cold Arrows are used with bows to pierce your foes to death. |
4 aquamarine 4 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
This item will automatically be transmogrified when you leave the level. Icevagrant the alchemist's lampIcevagrant the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +4 Dex / +3 Mag / +5 Cun Changes resistances: +15% cold Blindness immunity: +25% Confusion immunity: +19% Light radius: +8 See stealth: +6 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
This item will automatically be transmogrified when you leave the level. storming pouch of steel shots (14/14, 22-27 power, 2 apr)storming pouch of steel shots (14/14, 22-27 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Damage (Ranged): +12 lightning Damage (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. innervating ash totem of summon tentacle [power 165] (25/25 cooldown)innervating ash totem of summon tentacle [power 165] (25/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 175 Armor: 13 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
2 ametrine 2 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. |
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 Ginny the Yeek Temporal Warden level 15
44th Dusk 122nd year of Ascendancy at 05:19 see stats
By Ginny the Yeek Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 05:06 see stats
By Ginny the Yeek Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 05:29 see stats
By Ginny the Yeek Temporal Warden level 18
62nd Dusk 122nd year of Ascendancy at 08:34 see stats
Log
Ginny shrugs off the effect 'Immobilized'!
Ce'Nulema the red ooze hits Ginny for 48 physical damage.
Temporal hound has unraveled!
Ginny's Shoot hits Ce'Nulema the red ooze for (29 to psi shield), 44 physical, (3 to psi shield), 4 physical, (8 to psi shield), 13 temporal (61 total damage).
Imploding (slow) from Ce'Nulema the red ooze hits Ginny for 48 physical damage.
Explosive Saw from Ce'Nulema the red ooze hits Ginny for 18 physical damage.
Ginny casts Dimensional Step.
Ginny uses Dominant Will.
Ce'Nulema the red ooze's mind is dominated.
Ginny casts Dimensional Step.
You do not have line of sight.
Ginny casts Dimensional Step.
Ginny picks up (p.): quiver of ash arrows (20/20, 20-27 power, 7 apr).
The saw embedded in Ginny flies back its source.
The saw drags Ginny towards Ce'Nulema the red ooze!
Ginny emerges from a space-time rift!
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Nulema the red ooze hits Ginny for 140 fire damage.
Ginny the level 18 yeek temporal warden was scorched to death by Ce'Nulema the red ooze on level 4 of Sandworm lair.
Saving game...
Saving done.
Talent Warp Blade is ready to use.
Talent Fold Fate is ready to use.
Talent Fold Gravity is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed!