






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Always center your character 1.5.5Always center your character |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 14 / 4% |
Size | medium |
Lifes / Deaths | Killed by Prox the Mighty at level 2 on the 77th Pyre 122nd year of Ascendancy at 11:06 / 69Killed by skeleton warrior at level 6 on the 6th Mirth 122nd year of Ascendancy at 00:43 Killed by skeleton warrior at level 6 on the 6th Mirth 122nd year of Ascendancy at 02:28 Killed by multi-hued drake hatchling at level 6 on the 6th Mirth 122nd year of Ascendancy at 04:20 Killed by degenerated skeleton warrior at level 6 on the 6th Mirth 122nd year of Ascendancy at 04:44 Killed by ghoul at level 6 on the 6th Mirth 122nd year of Ascendancy at 05:07 Killed by ghast at level 6 on the 6th Mirth 122nd year of Ascendancy at 05:51 Killed by ghoul at level 6 on the 6th Mirth 122nd year of Ascendancy at 06:57 Killed by ghoulking at level 6 on the 6th Mirth 122nd year of Ascendancy at 07:37 Killed by ghoul at level 6 on the 6th Mirth 122nd year of Ascendancy at 08:17 Killed by large white snake at level 6 on the 6th Mirth 122nd year of Ascendancy at 09:25 Killed by skeleton archer at level 6 on the 6th Mirth 122nd year of Ascendancy at 10:11 Killed by skeleton archer at level 6 on the 6th Mirth 122nd year of Ascendancy at 10:26 Killed by skeleton archer at level 6 on the 6th Mirth 122nd year of Ascendancy at 10:46 Killed by ghoul at level 6 on the 6th Mirth 122nd year of Ascendancy at 11:26 Killed by ghoul at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:02 Killed by vampire at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:16 Killed by ghast at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:45 Killed by vampire at level 7 on the 6th Mirth 122nd year of Ascendancy at 13:25 Killed by skeleton archer at level 7 on the 6th Mirth 122nd year of Ascendancy at 14:29 Killed by degenerated skeleton warrior at level 7 on the 6th Mirth 122nd year of Ascendancy at 16:00 Killed by vampire at level 7 on the 6th Mirth 122nd year of Ascendancy at 16:37 Killed by skeleton warrior at level 7 on the 6th Mirth 122nd year of Ascendancy at 17:26 Killed by degenerated skeleton warrior at level 7 on the 6th Mirth 122nd year of Ascendancy at 17:49 Killed by degenerated skeleton warrior at level 7 on the 7th Mirth 122nd year of Ascendancy at 02:10 Killed by degenerated skeleton warrior at level 8 on the 7th Mirth 122nd year of Ascendancy at 03:01 Killed by honey tree at level 8 on the 7th Mirth 122nd year of Ascendancy at 03:20 Killed by lesser vampire at level 8 on the 7th Mirth 122nd year of Ascendancy at 05:06 Killed by orc archer at level 8 on the 7th Mirth 122nd year of Ascendancy at 06:02 Killed by multi-hued drake hatchling at level 8 on the 7th Mirth 122nd year of Ascendancy at 09:39 Killed by multi-hued drake hatchling at level 8 on the 7th Mirth 122nd year of Ascendancy at 10:08 Killed by ghoulking at level 8 on the 7th Mirth 122nd year of Ascendancy at 10:51 Killed by degenerated skeleton archer at level 8 on the 7th Mirth 122nd year of Ascendancy at 11:23 Killed by multi-hued drake hatchling at level 8 on the 7th Mirth 122nd year of Ascendancy at 11:55 Killed by skeleton warrior at level 8 on the 7th Mirth 122nd year of Ascendancy at 13:28 Killed by degenerated skeleton archer at level 9 on the 7th Mirth 122nd year of Ascendancy at 18:45 Killed by ghoul at level 9 on the 7th Mirth 122nd year of Ascendancy at 22:35 Killed by bandit at level 9 on the 7th Mirth 122nd year of Ascendancy at 23:17 Killed by cold drake hatchling at level 9 on the 8th Mirth 122nd year of Ascendancy at 02:43 Killed by cold drake hatchling at level 9 on the 8th Mirth 122nd year of Ascendancy at 02:55 Killed by skeleton master archer at level 9 on the 8th Mirth 122nd year of Ascendancy at 03:32 Killed by armoured skeleton warrior at level 9 on the 8th Mirth 122nd year of Ascendancy at 03:59 Killed by armoured skeleton warrior at level 9 on the 8th Mirth 122nd year of Ascendancy at 06:44 Killed by armoured skeleton warrior at level 9 on the 8th Mirth 122nd year of Ascendancy at 07:14 Killed by skeleton archer at level 9 on the 8th Mirth 122nd year of Ascendancy at 08:13 Killed by lesser vampire at level 10 on the 8th Mirth 122nd year of Ascendancy at 08:38 Killed by lesser vampire at level 10 on the 8th Mirth 122nd year of Ascendancy at 09:23 Killed by Aletta Soultorn at level 10 on the 8th Mirth 122nd year of Ascendancy at 10:19 Killed by Aletta Soultorn at level 10 on the 8th Mirth 122nd year of Ascendancy at 11:01 Killed by lesser vampire at level 10 on the 8th Mirth 122nd year of Ascendancy at 12:59 Killed by elder vampire at level 10 on the 8th Mirth 122nd year of Ascendancy at 13:19 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 17:19 Killed by skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 17:41 Killed by skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 18:12 Killed by skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 18:46 Killed by skeleton warrior at level 11 on the 8th Mirth 122nd year of Ascendancy at 19:19 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 20:16 Killed by skeleton warrior at level 11 on the 8th Mirth 122nd year of Ascendancy at 21:04 Killed by skeleton warrior at level 11 on the 8th Mirth 122nd year of Ascendancy at 21:24 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 22:05 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 22:35 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 23:03 Killed by The Master at level 11 on the 8th Mirth 122nd year of Ascendancy at 23:45 Killed by The Master at level 11 on the 9th Mirth 122nd year of Ascendancy at 00:12 Killed by The Master at level 11 on the 9th Mirth 122nd year of Ascendancy at 00:52 Killed by skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 01:56 Killed by skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 02:09 Killed by will o' the wisp at level 11 on the 9th Mirth 122nd year of Ascendancy at 02:29 Killed by The Master at level 11 on the 9th Mirth 122nd year of Ascendancy at 03:13 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 23 (base 18) |
Constitution | 10 (base 10) |
Magic | 38 (base 34) |
Willpower | 21 (base 17) |
Cunning | 14 (base 10) |
Resources
Life | 303/303 |
Paradox | 318 |
Healing Factor | 1 |
Regeneration | 14.55 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.268086021979% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 53 |
Accuracy | 43 |
Crit Chance | 5% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 43 |
Crit Chance | 5% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Lightning | +20% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 2 (38.536585365854%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 7 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 30%( 70%) |
Light | + 10%( 70%) |
Cold | + 20%( 70%) |
Fire | + 17%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 5% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
beneficial effect | The target is moving is 12% faster. 1 Celerity |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You failed to protect the injured seer from death by wolf. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the injured seer from death by degenerated skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by vampire. Escort: repented thief (level 1 of Dreadfell) | failed |
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 must explore the morass. | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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! | done |
Equipment
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Dex / +4 Wil / +4 Cun Mental save: +8 (+4 eff.) Cut immunity: +5% Only die when reaching: -60.00 life 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, putting all charms on cooldown for 1 turns. "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? |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +2.30 Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning Sharp, long, and deadly. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +17% fire A suit of armour made of leather. |
In off hand | ![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.61 to 82.84 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 236 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Inventory
![]() insidious poison infusion (12 nature damage, 39% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.43 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() warrior's gold amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
![]() rogue's gold ring of the mountain (+12%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
![]() sneakthief's gold ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
![]() Moon (136% power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() thunderous dwarven-steel greatsword of paradox (145% power, 2 apr) Requires: - Magic 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to daze at end of turn Damage (Melee): +12 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +10% temporal Changes resistances penetration: +10% lightning Massive two-handed swords. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() quick dwarven-steel longsword of the mystic (130% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +3 Mag / +2 Wil Spellpower: +7 (+3 eff.) Sharp, long, and deadly. |
![]() thorny mindstar (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
![]() hardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% Range: 1.1x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+6 eff.) Spellpower: +20 (+8 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% One-handed war axes. |
![]() insulating hardened leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +6% cold Maximum life: +44.00 A belt that goes around your waist. |
![]() thick cashmere cloak of the Shaloren (2 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dreamer's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% acid / +14% physical / +15% darkness / +12% fire / +13% mind / +12% cold Changes damage: +9% acid / +7% physical / +7% fire / +8% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+12 eff.) Spell save: +12 (+6 eff.) Mental save: +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 16.4 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() eldritch cashmere wizard hat of time (+10%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% temporal Changes damage: +10% temporal Mana each turn: +1.00 Mana when hit: +0.70 Maximum mana: +42.00 Spellpower: +6 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() enlightening dwarven-steel mail armour of command (11 def, 11 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+5 eff.) Fatigue: +16% Changes stats: +7 Cun / +5 Wil Mental save: +26 (+13 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +11% Changes stats: +3 Cun / +4 Wil Physical save: +10 (+10 eff.) Mental save: +15 (+7 eff.) A suit of armour made of mail. |
![]() spiked steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() radiant dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +11% blight / +18% darkness Light radius: +2 A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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, costing 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. |
![]() Powered 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), costing 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
Log
Alhebar shares damage with his guardian!
Alhebar hits Alhebar's temporal clone for 52 physical, 7 lightning, 18 physical, 67 temporal (145 total damage).
Alhebar hits The Master for 12 light, 8 physical, 60 lightning (79 total damage).
Alhebar's temporal clone hits Alhebar for 3 light, 2 physical, 3 light, 2 physical (11 total damage).
Alhebar's temporal clone hits Alhebar's temporal clone for (1 shared), (1 shared), (1 shared), (1 shared) (5 total damage).
The Master hits Alhebar for (28 shared), 36 physical, 6 temporal (42 total damage).
The Master hits Alhebar's temporal clone for (3 shared) damage.
Alhebar killed The Master!
Alhebar picks up (p.): eldritch cashmere wizard hat of time (+10%) (2 def, 0 armour).
Alhebar picks up (m.): insulating hardened leather belt of resilience.
Alhebar picks up (v.): aquamarine.
Alhebar picks up (q.): bladed hardened leather cap (0 def, 3 armour).
Lore found: slain master
You can read all your collected lore in the game menu, by pressing Escape.
You can feel the power of this staff just by carrying it. This is both ancient and dangerous.
It should be shown to the wise elders in Last Hope!
Accepted quest 'A mysterious staff'! (Press 'j' to see the quest log)
Alhebar picks up (l.): Staff of Absorption.
Alhebar picks up (u.): enlightening dwarven-steel mail armour of command (11 def, 11 armour).
Alhebar picks up (w.): spiked steel mail armour of fire resistance (2 def, 6 armour).
Alhebar picks up (g.): Shantiz the Stormblade (111% power, 20 apr).
Alhebar picks up (h.): thunderous dwarven-steel greatsword of paradox (145% power, 2 apr).
Lore found: Staff of Absorption
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Shantiz the Stormblade
You can read all your collected lore in the game menu, by pressing Escape.
Your summoned Alhebar's temporal clone disappears.
Alhebar stops regenerating health quickly.