Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 24 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Blood Master at level 15 on the 54th Dusk 122nd year of Ascendancy at 03:26 4 / 2Killed by ghoulking at level 24 on the 7th Decay 122nd year of Ascendancy at 17:06 |
Primary Stats
| Strength | 30 (base 18) |
| Dexterity | 49 (base 34) |
| Constitution | 42 (base 27) |
| Magic | 45 (base 35) |
| Willpower | 40 (base 20) |
| Cunning | 16 (base 10) |
Resources
| Life | 606/606 |
| Stamina | 244/244 |
| Paradox | 339 |
| Healing Factor | 1 |
| Regeneration | 2.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 59 |
| Crit Chance | 4% |
| APR | 13 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 38.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.2 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Temporal | +22% |
| Blight | +3% |
| Arcane | +3% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 45.32 (74%) |
| Defense | 33.725 |
| Ranged Defense | 37.725 |
| Fatigue | 35 |
| Physical Save | 36.275 |
| Spell Save | 31.05 |
| Mental Save | 45.316666666667 |
Defense: Resistances
| Acid | -8%( 70%) |
| Nature | + 9%( 70%) |
| Temporal | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 17%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Confusion Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 168 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Time Travel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 4/5 |
| 5/5 |
| 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by Isigalaith the bandit. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +2. | 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 Wrathroot. * 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 ice 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 Possessed. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 44. | 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. | 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 has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. 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 sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 |
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 | Spiderire (0 def, 3 armour) Spiderire (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer is hit: 8 temporal Changes resistances: +3% nature / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal A pair of boots made of leather. |
| Quiver | battle-ranger's quiver of yew arrows of corruption (28/30, 28.5-39.9 power, 10 apr) battle-ranger's quiver of yew arrows of corruption (28/30, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 30 Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +7 darkness / +7 blight When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
| Light source | scorching brass lantern of corpselight scorching brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Spellpower: +3 Spell crit. chance: +4% Light radius: +2 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox failures(equivalent to willpower): +25 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping track 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. |
| On fingers | rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +10 Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | stralite ring 'Amedor' stralite ring 'Amedor'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +10 Wil Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 12 arcane Changes resistances penetration: +5% temporal Changes damage: +3% arcane / +6% temporal Mental save: +29 Confusion immunity: +39% Spellpower: +9 Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | steady yew longbow of cold steady yew longbow of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +13 cold When wielded/worn: Accuracy: +5 Changes damage: +11% cold Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | blighted dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) blighted dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +4 Dex Damage when the wearer hits(melee): 7 blight Changes resistances: +6% blight Changes damage: +3% blight Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 7 armour) thick cashmere cloak of the Shaloren (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes stats: +1 Mag / +2 Wil Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | anchoring gold amulet of dexterity (+4) anchoring gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% temporal Knockback immunity: +23% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. invisibility rune of the psychic (power 11 for 6 turns)invisibility rune of the psychic (power 11 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 42)teleportation rune (range 42) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
inertial steel amulet of the fish inertial steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Pinning immunity: +22% Stamina each turn: +0.30 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
Barkstinger (20-24 power, 4 apr, temporal damage) Barkstinger (20-24 power, 4 apr, temporal damage)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 slime When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +10% nature Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Light radius: +2 See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff (25-30 power, 5 apr, fire damage)elven-wood vilestaff (25-30 power, 5 apr, fire damage) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of invocation (20-24 power, 4 apr, darkness damage)yew vilestaff of invocation (20-24 power, 4 apr, darkness damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to projects damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the vagranthardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Mental save: +5 Mindpower: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather beltspiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.15 Maximum mana: +23.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of clarity (2 def, 0 armour)cashmere cloak of clarity (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. silk robe of retribution (3 def, 0 armour)silk robe of retribution (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when the wearer is hit: 8 fire / 9 cold / 9 lightning / 8 acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of evasion (8 def, 3 armour)grounding pair of hardened leather boots of evasion (8 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Ranged Defense: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Damage when the wearer hits(melee): 8 darkness Changes resistances: +7% darkness Changes damage: +5% darkness / +6% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of trickery (0 def, 4 armour)dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex 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. icy stralite shield (10 def, 2 armour, 143.5 block)icy stralite shield (10 def, 2 armour, 143.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 11 cold Talent granted: +4 Block Handheld deflection devices |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
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, 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. |
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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. Zigoyalar of detection [power 10] (17/15 cooldown)Zigoyalar of detection [power 10] (17/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes damage: +9% mind Psi when hit: +0.16 Psi when firing a critical mind attack: +3.00 Life regen bonus (wilder-summons): +1.00 It can be used to detect the presence of creatures around you (rad 10), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Jakxim the Cornac Temporal Warden level 13
25th Dusk 122nd year of Ascendancy at 19:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jakxim the Cornac Temporal Warden level 11
1st Dusk 122nd year of Ascendancy at 09:34 see stats
Exterminator
Killed 1000 creatures.By Jakxim the Cornac Temporal Warden level 20
49th Haze 122nd year of Ascendancy at 20:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jakxim the Cornac Temporal Warden level 18
22nd Haze 122nd year of Ascendancy at 19:24 see stats
Impossible Death
Got killed by your future self.By Jakxim the Cornac Temporal Warden level 22
68th Haze 122nd year of Ascendancy at 10:54 see stats
Level 10
Got a character to level 10.By Jakxim the Cornac Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 14:52 see stats
Level 20
Got a character to level 20.By Jakxim the Cornac Temporal Warden level 20
47th Haze 122nd year of Ascendancy at 13:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Jakxim the Cornac Temporal Warden level 16
59th Dusk 122nd year of Ascendancy at 00:24 see stats
The Arena
Unlocked Arena mode.By Jakxim the Cornac Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 07:41 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jakxim the Cornac Temporal Warden level 15
54th Dusk 122nd year of Ascendancy at 06:31 see stats
The secret city
Discovered the truth about mages.By Jakxim the Cornac Temporal Warden level 9
6th Mirth 122nd year of Ascendancy at 04:53 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Jakxim the Cornac Temporal Warden level 14
26th Dusk 122nd year of Ascendancy at 09:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Jakxim the Cornac Temporal Warden level 15
53rd Dusk 122nd year of Ascendancy at 09:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jakxim the Cornac Temporal Warden level 19
36th Haze 122nd year of Ascendancy at 03:15 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Jakxim the Cornac Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 23:34 see stats
Log
Jakxim manipulates the flow of time.
Talent Dimensional Step is ready to use.
Ghoulking hits Jakxim for 27 blight, 28 blight damage (total 54.19).
Talent Pinning Shot is ready to use.
Talent Haste is ready to use.
Ghoulking hits Jakxim for 27 blight, 28 blight damage (total 54.19).
Ghoulking hits Jakxim for 27 blight, 28 blight damage (total 54.19).
Ghoulking killed Jakxim!
Jakxim the level 24 cornac temporal warden was tainted to death by a ghoulking on level 3 of Dreadfell.
You have 4 life(s) left.
Jakxim deactivates Weapon Folding.
Jakxim is free from the rotting disease.
Jakxim deactivates Strength of Purpose.
Jakxim is free from the decrepitude disease.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Stop is ready to use.
Talent Slow is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Wormhole is ready to use.
Ran for 4 turns (stop reason: interesting character).
You are sent back to the material plane!
