Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Temporal Warden |
| Level / Exp | 29 / 14% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 47 (base 47) |
| Constitution | 24 (base 10) |
| Magic | 68 (base 60) |
| Willpower | 34 (base 22) |
| Cunning | 14 (base 10) |
Resources
| Life | 885/885 |
| Mana | 268/268 |
| Paradox | 246 |
| Healing Factor | 1 |
| Regeneration | 2.25 |
Speed
| Mental | -5.2180482157382E-13% |
| Attack | -5.2180482157382E-13% |
| Movement | +36.804258065936% |
| Spell | -5.2180482157382E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 32.505895109992 |
| See Invisible | 32.505895109992 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 55 |
| Crit Chance | 15% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 55 |
| Crit Chance | 16% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42.666666666667 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.2 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 66.92 (81.030927835052%) |
| Defense | 29.624521838487 |
| Ranged Defense | 29.624521838487 |
| Fatigue | 31 |
| Physical Save | 41.366666666667 |
| Spell Save | 32.531782182807 |
| Mental Save | 44.933333333333 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 342 damage for 5 turns. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Temporal Hounds |
| talent | Contingency |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Layemita the brown bear. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed storm wyrm claw. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed honey tree root. * You've found the needed snow giant kidney. | 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 |
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 | wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =con2= wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =con2=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +2 Wil / +2 Cun / +2 Con Physical save: +15 (+5 eff.) Mental save: +10 (+3 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Prismblack' brass lantern 'Prismblack'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +3% light / +3% acid Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +6 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 | Galildil the Nightlore (0 def, 4 armour) =str3= Galildil the Nightlore (0 def, 4 armour) =str3=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 physical Changes stats: +3 Str Changes resistances: +6% temporal Changes resistances penetration: +5% temporal 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 71.1 Physical damage. If the attack hits, the target is confused (41% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Aeryta (0 def, 17 armour) Aeryta (0 def, 17 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +17 Damage (Melee): 8 physical Changes damage: +5% physical Critical mult.: +8.00% Mental save: +18 (+6 eff.) Maximum life: +54.00 Spell crit. chance: +11% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | psionic steel torque of psychoportation [power 30] (30 cooldown) psionic steel torque of psychoportation [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Huroharakor' =str2 con3= steel ring 'Huroharakor' =str2 con3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +3 Con Changes resistances: +3% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Inertial Twine =str4= Inertial Twine =str4=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | mindweaver's gold amulet of constitution (+4) =con4= mindweaver's gold amulet of constitution (+4) =con4=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +4 Con Mental save: +8 (+3 eff.) Confusion immunity: +11% Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
| In main hand | voratun waraxe 'Torchwalker' (51-71.4 power, 6 apr) voratun waraxe 'Torchwalker' (51-71.4 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +12% fire One-handed war axes. |
| Around waist | Kokalthorab =+mana= Kokalthorab =+mana=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Reduced damage from: +16% Summoned Mana each turn: +0.08 A belt that goes around your waist. |
| In off hand | insidious stralite dagger of projection (29.5-38.35 power, 9 apr) insidious stralite dagger of projection (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 insidious poison / +5 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
| Cloak | thick linen cloak of the voidstalker (1 def, 6 armour) thick linen cloak of the voidstalker (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% temporal / +11% darkness / +11% cold Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) 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. |
Inventory
titan's copper ring of corrosion (+22%) =con3= titan's copper ring of corrosion (+22%) =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of arcana(+0.10/turn) =+mana= wizard's copper ring of arcana(+0.10/turn) =+mana=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
stralite mace 'Mayasekira' (37.5-52.5 power, 5 apr) =str2= stralite mace 'Mayasekira' (37.5-52.5 power, 5 apr) =str2=Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +11 nature / +9 temporal When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +2 Mag Infravision radius: +2 Blunt and deadly. |
cashmere cloak of Iron Throne (2 def, 0 armour) =str3 con2= cashmere cloak of Iron Throne (2 def, 0 armour) =str3 con2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady dwarven-steel gauntlets of dispersion (0 def, 2 armour) =disp= steady dwarven-steel gauntlets of dispersion (0 def, 2 armour) =disp=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour) =str4= storm hardened leather gloves of strength (+4) (0 def, 2 armour) =str4=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 10 lightning Changes stats: +4 Str Changes resistances: +6% lightning Changes damage: +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blasttorrent (0 def, 3 armour) =con5= Blasttorrent (0 def, 3 armour) =con5=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to daze Changes stats: +5 Con Changes resistances: +3% darkness / +3% lightning A cap made of leather. |
Samoldil (0 def, 5 armour) =str4 con2= Samoldil (0 def, 5 armour) =str4 con2=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Wil / +2 Con Changes resistances: +1% physical Physical save: +10 (+3 eff.) Mental save: +14 (+5 eff.) See invisible: +15 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
prismatic dwarven-steel helm of the depths (0 def, 4 armour) =wb= prismatic dwarven-steel helm of the depths (0 def, 4 armour) =wb=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +13% cold / +12% light / +12% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel pickaxe of endurance (dig speed 32 turns) =str4 dig= dwarven-steel pickaxe of endurance (dig speed 32 turns) =str4 dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Shard of Crystalized Time =con2= Shard of Crystalized Time =con2=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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, 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 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. |
Dairebers the ash wand of firewall [power 113] (6 cooldown) =cauterize= Dairebers the ash wand of firewall [power 113] (6 cooldown) =cauterize=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% blight Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Strike +2 Void Blast Knockback immunity: +10% Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to creates a wall of flames lasting 4 turns (dealing 127 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Marty the Ogre Temporal Warden level 29
48th Regrowth 123rd year of Ascendancy at 02:36 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Marty the Ogre Temporal Warden level 25
26th Regrowth 123rd year of Ascendancy at 13:08 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Marty the Ogre Temporal Warden level 28
46th Regrowth 123rd year of Ascendancy at 10:23 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Marty the Ogre Temporal Warden level 25
32nd Regrowth 123rd year of Ascendancy at 23:46 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Marty the Ogre Temporal Warden level 22
4th Decay 122nd year of Ascendancy at 14:14 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Marty the Ogre Temporal Warden level 12
20th Dusk 122nd year of Ascendancy at 00:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Marty the Ogre Temporal Warden level 16
28th Haze 122nd year of Ascendancy at 18:08 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marty the Ogre Temporal Warden level 23
10th Regrowth 123rd year of Ascendancy at 05:57 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Marty the Ogre Temporal Warden level 25
26th Regrowth 123rd year of Ascendancy at 12:46 see stats
Impossible Death (Nightmare (Roguelike) difficulty)
Got killed by your future self.By Marty the Ogre Temporal Warden level 20
70th Haze 122nd year of Ascendancy at 13:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Marty the Ogre Temporal Warden level 10
4th Dusk 122nd year of Ascendancy at 22:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Marty the Ogre Temporal Warden level 20
56th Haze 122nd year of Ascendancy at 17:11 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Marty the Ogre Temporal Warden level 14
51st Dusk 122nd year of Ascendancy at 19:41 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Marty the Ogre Temporal Warden level 25
26th Regrowth 123rd year of Ascendancy at 13:08 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Marty the Ogre Temporal Warden level 8
5th Flare 122nd year of Ascendancy at 23:52 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Marty the Ogre Temporal Warden level 25
26th Regrowth 123rd year of Ascendancy at 13:08 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Marty the Ogre Temporal Warden level 14
11st Haze 122nd year of Ascendancy at 02:06 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Marty the Ogre Temporal Warden level 8
8th Flare 122nd year of Ascendancy at 11:54 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Marty the Ogre Temporal Warden level 14
10th Haze 122nd year of Ascendancy at 02:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marty the Ogre Temporal Warden level 18
44th Haze 122nd year of Ascendancy at 18:22 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Marty the Ogre Temporal Warden level 27
44th Regrowth 123rd year of Ascendancy at 19:25 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Marty the Ogre Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 05:21 see stats
Log
Marty receives 15 healing from Temporal Restoration Field.
Marty receives 15 healing from Temporal Restoration Field.
Marty receives 15 healing from Temporal Restoration Field.
Marty receives 15 healing from Temporal Restoration Field.
Marty receives 15 healing from Temporal Restoration Field.
You gain 0.40 gold from the transmogrification of quick yew totem of thorny skin [power 25] (13 cooldown).
You gain 1.54 gold from the transmogrification of dwarven-steel plate armour of spell shielding (5 def, 11 armour).
You gain 1.97 gold from the transmogrification of spiked hardened leather armour of clarity (3 def, 6 armour).
You gain 8.72 gold from the transmogrification of reinforced leather armour 'Barakhad' (4 def, 7 armour).
You gain 1.47 gold from the transmogrification of grounding cashmere wizard hat of nature (+7%) (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Fists of the Desert Scorpion (8 def, 4 armour).
You gain 3.14 gold from the transmogrification of balanced dwarven-steel waraxe (20.5-28.7 power, 4 apr).
You gain 1.41 gold from the transmogrification of acidic steel waraxe of massacre (21.5-30.1 power, 3 apr).
The fabric of time around Marty returns to normal.
Talent Time Shield is ready to use.
There is a teleportation circle to the surface here (press '' or right click to use).
Marty deactivates Weapon Folding.
Marty deactivates Chant of Fortress.
Marty deactivates Premonition.
Marty deactivates Contingency.
Marty deactivates Temporal Hounds.
