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! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/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:
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 | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 28 / 77% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 27 on the 26th Regrowth 123rd year of Ascendancy at 02:00 / 2Killed by Urkis, the High Tempest at level 28 on the 55th Regrowth 123rd year of Ascendancy at 07:13 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 34 (base 13) |
Constitution | 22 (base 10) |
Magic | 95 (base 60) |
Willpower | 57 (base 53) |
Cunning | 26 (base 10) |
Resources
Life | -240/622 |
Paradox | 363 |
Healing Factor | 1.3324166372473 |
Regeneration | 11.258920584739 |
Speed
Mental | +1.7763568394003E-13% |
Attack | -9.7921670771939E-12% |
Movement | +1.3322676295502E-13% |
Spell | -9.7921670771939E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 20.102675581181 |
See Invisible | 35.102675581181 |
Offense: Mainhand
Damage | 169 |
Accuracy | 41 |
Crit Chance | 14% |
APR | 21 |
Speed | 0.90 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 13% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Nature | +7% |
Temporal | +14% |
Fire | +7% |
Arcane | +8% |
Cold | +16% |
All | +4% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 22 (63.914983985962%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 39 |
Mental Save | 28 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 16%( 70%) |
All | + 4%( 70%) |
Physical | + 5%( 70%) |
Lightning | + 13%( 70%) |
Light | + 13%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 7%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 44%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 222.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Willpower stat. |
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 430.92 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 / Bow Threading | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 127. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 within | active |
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 | Hailobsidian (0 def, 1 armour) Hailobsidian (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 cold Changes stats: +4 Str / +5 Dex / +1 Con / +6 Lck Changes resistances penetration: +5% lightning Changes damage: +6% cold Stealth bonus: +7 A pair of boots made of leather. |
Quiver | Quiver of the Sun (24/25, 142% power, 15 apr) Quiver of the Sun (24/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 120% Mag, 60% Dex Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | alchemist's lamp 'Natureserpent' alchemist's lamp 'Natureserpent'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +5 Mag / +2 Con Changes resistances penetration: +25% nature Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Blackbutcher' (0 def, 5 armour) drakeskin leather cap 'Blackbutcher' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +2 Mag / +5 Cun / +2 Con Changes resistances: +9% light / +3% temporal / +3% darkness / +1% physical Cut immunity: +20% A cap made of leather. |
Tool | It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +10 Changes stats: +5 Str Changes resistances: +18% fire / +3% cold Changes damage: +3% fire / +6% cold / +4% all Mental save: +6 (+3 eff.) Confusion immunity: +25% Spellpower: +7 (+3 eff.) Mindpower: +9 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great! |
Around waist | drakeskin leather belt 'Chuharafast' drakeskin leather belt 'Chuharafast'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +9% blight / +24% fire / +5% arcane / +9% cold Physical save: +7 (+4 eff.) Life regen: +3.20 Healing mod.: +23% Size category: +1 A belt that goes around your waist. |
In main hand | Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 111% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
On hands | spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane Changes stats: +7 Wil / +4 Mag Changes resistances: +5% arcane Changes damage: +4% arcane Mana each turn: +0.16 Spellpower: +11 (+4 eff.) Spell crit. chance: +5% 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. |
Main armor | cured leather armour 'Strikesaw' (6 def, 4 armour) cured leather armour 'Strikesaw' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +5 Mag Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Critical mult.: +13.00% See invisible: +15 A suit of armour made of leather. |
Cloak | enveloping cashmere cloak of the voidstalker (10 def, 0 armour) enveloping cashmere cloak of the voidstalker (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +21% darkness / +15% temporal Physical save: +8 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet 'Oozestreak' stralite amulet 'Oozestreak'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 6 mind Changes stats: +9 Cun Changes resistances: +9% nature / +3% mind Changes resistances penetration: +5% blight Changes damage: +3% nature Amulets make your neck look great! |
Inventory
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
sneakthief's gold ring of sensing sneakthief's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +6 Dex Blindness immunity: +29% Infravision radius: +4 See stealth: +9 See invisible: +11 Rings make your fingers look great! |
voratun dagger 'Weeprock' (146% power, 9 apr) voratun dagger 'Weeprock' (146% power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +8 fire Damage against: +8% Living When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +6% nature Changes damage: +18% lightning / +12% nature Sharp, short and deadly. |
Dimglamour DimglamourRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +6 Str / +14 Dex / +14 Mag / +14 Wil / +18 Cun / +14 Con Changes resistances: +6% acid / +6% darkness Changes resistances penetration: +25% acid Changes damage: +12% darkness Longbows are used to shoot arrows at your foes. |
Dazzlecast the voratun longsword (153% power, 6 apr) Dazzlecast the voratun longsword (153% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 150% 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% On weapon hit: * 20% chance to reduce armor by 37% Damage (radius 1) on hit: +20 light When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 8 acid / 4 light Changes resistances: +6% lightning Changes damage: +6% light Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Thunderresolve' (112% power, 3 apr)steel longsword 'Thunderresolve' (112% power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 112% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 temporal / +8 fire Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +9% temporal / +9% fire Changes damage: +24% lightning Sharp, long, and deadly. |
Silathra (123% power, 4 apr) Silathra (123% power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +2 Str Changes resistances: +9% acid / +2% physical Changes damage: +8% physical Spell save: +3 (+1 eff.) Silence immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
Elamira the Shockroar (1 def, 0 armour) Elamira the Shockroar (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Wil / +1 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +5% mind Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neriwen (0 def, 3 armour) Neriwen (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Con Changes resistances: +5% lightning / +6% temporal / +2% physical Changes resistances penetration: +5% physical Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Mirepall (0 def, 16 armour)Mirepall (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 52% Changes resistances: +7% acid / +7% physical / +6% cold / +5% fire / +6% lightning Changes resistances penetration: +20% light / +10% nature Changes damage: +9% nature / +12% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. windwalling steel shield of resistance (0 def, 4 armour, 35 block)windwalling steel shield of resistance (0 def, 4 armour, 35 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +5% acid / +12% physical / +6% fire / +6% lightning / +6% cold Talent granted: +1 Block Slows Projectiles: +20% Bonus block near projectiles: +24 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of vileness (18/18, 125% power, 7 apr)arcing quiver of ash arrows of vileness (18/18, 125% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 125% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 96 damage Damage (Ranged): +11 blight Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of erosion (19/19, 156% power, 10 apr) barbed quiver of yew arrows of erosion (19/19, 156% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 157% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +11.0% Capacity: 19 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
51 alchemist agate 51 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. steel torque of clear mind [power 2] (25 cooldown)steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Burning Star 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. |
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. |
Achievements
By Orannta the Cornac Temporal Warden level 26
24th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Orannta the Cornac Temporal Warden level 19
41st Haze 122nd year of Ascendancy at 13:04 see stats
By Orannta the Cornac Temporal Warden level 17
27th Haze 122nd year of Ascendancy at 00:24 see stats
By Orannta the Cornac Temporal Warden level 25
18th Regrowth 123rd year of Ascendancy at 17:30 see stats
By Orannta the Cornac Temporal Warden level 10
59th Dusk 122nd year of Ascendancy at 13:55 see stats
By Orannta the Cornac Temporal Warden level 20
42nd Haze 122nd year of Ascendancy at 03:42 see stats
By Orannta the Cornac Temporal Warden level 15
20th Haze 122nd year of Ascendancy at 19:44 see stats
By Orannta the Cornac Temporal Warden level 19
42nd Haze 122nd year of Ascendancy at 03:42 see stats
By Orannta the Cornac Temporal Warden level 22
62nd Haze 122nd year of Ascendancy at 14:48 see stats
By Orannta the Cornac Temporal Warden level 19
42nd Haze 122nd year of Ascendancy at 03:42 see stats
By Orannta the Cornac Temporal Warden level 9
1st Summertide 122nd year of Ascendancy at 02:43 see stats
By Orannta the Cornac Temporal Warden level 22
79th Haze 122nd year of Ascendancy at 17:55 see stats
By Orannta the Cornac Temporal Warden level 28
54th Regrowth 123rd year of Ascendancy at 11:22 see stats
By Orannta the Cornac Temporal Warden level 22
79th Haze 122nd year of Ascendancy at 09:13 see stats
By Orannta the Cornac Temporal Warden level 25
18th Regrowth 123rd year of Ascendancy at 17:43 see stats
By Orannta the Cornac Temporal Warden level 20
43rd Haze 122nd year of Ascendancy at 00:50 see stats
By Orannta the Cornac Temporal Warden level 27
26th Regrowth 123rd year of Ascendancy at 02:01 see stats
By Orannta the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 22:58 see stats
Log
Saving game...
Urkis, the High Tempest hits Orannta for (83 to ice) damage.
Urkis, the High Tempest hits Orannta for 124 lightning damage.
Orannta the level 28 cornac temporal warden was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The see the threads spell fizzles and cancels, leaving you in this timeline.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Orannta for (117 to ice), 176 lightning (176 total damage).
Orannta the level 28 cornac temporal warden was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Orannta is free from the ice.
Saving done.