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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 19 / 31% |
Size | medium |
Lifes / Deaths | Killed by Aruldathra the skeleton warrior at level 16 on the 3rd Allure 123rd year of Ascendancy at 19:03 0 / 6Killed by Olhnath the human at level 17 on the 3rd Regrowth 123rd year of Ascendancy at 04:48 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 19th Regrowth 123rd year of Ascendancy at 22:41 Killed by Islima the white wolf at level 19 on the 20th Regrowth 123rd year of Ascendancy at 14:42 Killed by corrupted temporal stalker at level 19 on the 31st Regrowth 123rd year of Ascendancy at 09:30 Killed by corrupted temporal stalker at level 19 on the 31st Regrowth 123rd year of Ascendancy at 13:23 |
Primary Stats
Strength | 14 (base 11) |
Dexterity | 29 (base 27) |
Constitution | 26 (base 22) |
Magic | 58 (base 38) |
Willpower | 20 (base 15) |
Cunning | 13 (base 10) |
Resources
Life | -5/622 |
Paradox | 163 |
Healing Factor | 1.4816586254954 |
Regeneration | 8.2232053714997 |
Speed
Mental | -1.1102230246252E-13% |
Attack | -1.1102230246252E-13% |
Movement | +4.4408920985006E-14% |
Spell | -1.1102230246252E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 51 |
Accuracy | 46 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 46 |
Crit Chance | 6% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Physical | +6% |
Acid | +9% |
Arcane | +6% |
Cold | +30% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 20 (49.007671158813%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 27 |
Mental Save | 30 |
Defense: Resistances
Nature | + 3%( 70%) |
Fire | + 15%( 70%) |
Mind | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Bleed Resistance | 40% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed wretchling eyeball. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You 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 within3 lumberjacks have died. | done |
Equipment
On feet | Mayoyabeth the pair of iron boots (0 def, 3 armour) Mayoyabeth the pair of iron boots (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% Changes stats: +3 Mag Changes resistances: +6% fire / +6% cold Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 1/25) : Effective talent level: 2.0 Power cost: 25 out of 1/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 102.73 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.73 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | hardened leather cap of might (0 def, 3 armour) hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Con A cap made of leather. |
On hands | Runeromirab (0 def, 6 armour) Runeromirab (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes resistances: +5% arcane Mental save: +10 (+5 eff.) Blindness immunity: +20% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Maximum life: +58.00 Healing mod.: +10% 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. |
Tool | powerful ash totem of stinging [power 170] (13/15 cooldown) powerful ash totem of stinging [power 170] (13/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Brenudunathel the Dourtorrent Brenudunathel the DourtorrentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +3 Cun Changes damage: +9% darkness Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) See invisible: +3 Rings make your fingers look great! |
On fingers | Camoyathel the Spidervenom Camoyathel the SpidervenomPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +8 Mag / +4 Wil Changes resistances: +3% nature Changes damage: +9% acid Spellpower: +5 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Around neck | restful copper amulet of healing restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +40% Life regen: +1.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Ulfydunaregogen the Blazemight (111% power, 3 apr) Ulfydunaregogen the Blazemight (111% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% 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% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Damage (Melee): +8 fire When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Str Changes resistances: +3% fire Changes damage: +6% physical Disarm immunity: +26% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | steel dagger 'Ravengrinder' (122% power, 6 apr) steel dagger 'Ravengrinder' (122% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 122% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 darkness When wielded/worn: Changes resistances: +3% fire Changes damage: +6% darkness / +18% cold Sharp, short and deadly. |
Cloak | Isadatira the Magmasorrow (1 def, 0 armour) Isadatira the Magmasorrow (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% fire Changes damage: +12% cold Critical mult.: +5.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +32.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of clarity (6 def, 4 armour) troll-hide cured leather armour of clarity (6 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +5% mind Mental save: +12 (+6 eff.) Life regen: +4.30 Maximum life: +34.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; lightning, physical, blight, fire, mind) Prismatic Rune (6 turns; lightning, physical, blight, fire, mind)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 blight, 3 fire, 5 mind 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Drestir the Gleamripper Drestir the GleamripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% lightning / +3% mind Changes resistances penetration: +5% light Changes damage: +12% lightning / +9% light Equilibrium when hit: +0.04 Rings make your fingers look great! |
flaming voratun dagger of daylight (147% power, 9 apr) flaming voratun dagger of daylight (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% 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): +5 light Damage (radius 1) on hit: +20 fire Damage against: +13% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff of channeling (111% power, 3 apr, darkness element)cruel ash starstaff of channeling (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.16 Spellpower: +15 (+5 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash starstaff (117% power, 3 apr, light element)potent ash starstaff (117% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x 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: +18% light Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blastkin the pair of iron boots (0 def, 3 armour) Blastkin the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +2 Wil Changes resistances: +14% lightning / +7% temporal Reduces incoming crit damage: 5.00% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Cracklegrind' (dig speed 38 turns) iron pickaxe 'Cracklegrind' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +1 Str / +1 Dex Changes resistances: +12% lightning / +1% physical / +11% nature Changes damage: +6% nature / +3% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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. |
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. |
Achievements
By super'radish the Cornac Temporal Warden level 15
74th Haze 122nd year of Ascendancy at 17:40 see stats
By super'radish the Cornac Temporal Warden level 18
20th Regrowth 123rd year of Ascendancy at 06:15 see stats
By super'radish the Cornac Temporal Warden level 19
25th Regrowth 123rd year of Ascendancy at 20:22 see stats
By super'radish the Cornac Temporal Warden level 18
20th Regrowth 123rd year of Ascendancy at 05:47 see stats
By super'radish the Cornac Temporal Warden level 10
45th Dusk 122nd year of Ascendancy at 14:17 see stats
By super'radish the Cornac Temporal Warden level 18
20th Regrowth 123rd year of Ascendancy at 05:47 see stats
By super'radish the Cornac Temporal Warden level 10
45th Dusk 122nd year of Ascendancy at 14:18 see stats
By super'radish the Cornac Temporal Warden level 10
49th Dusk 122nd year of Ascendancy at 00:39 see stats
By super'radish the Cornac Temporal Warden level 17
19th Regrowth 123rd year of Ascendancy at 12:02 see stats
By super'radish the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 15:15 see stats
Log
Super'radish casts Blade Shear.
Corrupted temporal stalker's spell attains critical power!
Share the Pain hits super'radish for (14 absorbed), 0 physical, (11 absorbed), 0 acid (0 total damage).
Corrupted temporal stalker hits super'radish for (23 absorbed), 0 fire (0 total damage).
super'radish hits Temporal hound for 0 temporal damage.
super'radish hits Temporal hound for 0 temporal damage.
super'radish hits Steamgun turret for 71 temporal damage.
super'radish hits Corrupted temporal stalker for 47 physical, 7 fire, 9 temporal, 22 physical, 9 temporal, 6 darkness, 29 temporal (128 total damage).
super'radish hits Temporal hound for 0 temporal damage.
Melee retaliation hits Corrupted temporal stalker for 4 arcane, 4 fire (7 total damage).
Temporal hound misses Corrupted temporal stalker.
Insidious Poison from Super'radish hits Corrupted temporal stalker for 22 nature damage.
Steamgun turret's Steamgun Turret hits Temporal hound for 82 physical damage.
Burning from Corrupted temporal stalker hits Temporal hound for 25 fire damage.
Burning from Corrupted temporal stalker hits Temporal hound for 36 fire damage.
Burning from Corrupted temporal stalker hits super'radish for (10 absorbed), 0 fire (0 total damage).
Burning from Corrupted temporal stalker hits Temporal hound for 29 fire damage.
Super'radish's demonfire area effect hits Temporal hound for 28 fire damage.
Super'radish's demonfire area effect hits Temporal hound for 28 fire damage.
Super'radish's demonfire area effect hits Temporal hound for 28 fire damage.
Super'radish's demonfire area effect hits Corrupted temporal stalker for 23 fire damage.
Super'radish's demonfire area effect hits super'radish for (23 absorbed), 0 fire (0 total damage).
Corrupted temporal stalker casts Netherblast.
Corrupted temporal stalker's spell attains critical power!
Corrupted temporal stalker is wasting away!
Your shield crumbles under the damage!
The shield around super'radish crumbles.
super'radish shares damage with his guardian!
Corrupted temporal stalker's Netherblast hits super'radish for (149 absorbed), 119 temporal, (77 shared), 123 darkness (242 total damage).
super'radish the level 19 cornac temporal warden was swallowed by the void to death by corrupted temporal stalker on level 1 of The Maze.