Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Temporal Warden |
Level / Exp | 22 / 56% |
Size | big |
Lifes / Deaths | Killed by Mekorein the shalore at level 5 on the 9th Mirth 122nd year of Ascendancy at 08:32 1 / 4Killed by Horned Horror at level 15 on the 52nd Dusk 122nd year of Ascendancy at 18:53 Killed by warg at level 15 on the 52nd Dusk 122nd year of Ascendancy at 21:06 Killed by Shlbou at level 20 on the 1st Wintertide 123rd year of Ascendancy at 20:51 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 56 (base 50) |
Constitution | 15 (base 10) |
Magic | 63 (base 50) |
Willpower | 30 (base 12) |
Cunning | 28 (base 10) |
Resources
Life | 523/523 |
Mana | 88/206 |
Paradox | 310 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +9.9920072216264E-13% |
Attack | +9.9920072216264E-13% |
Movement | +59.729022714359% |
Spell | +9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 14 |
Lite | 1 |
Infravision | 3 |
See Stealth | 14.394600685393 |
See Invisible | 21.394600685393 |
Offense: Mainhand
Damage | 77 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 19 |
Speed | 0.80 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 18% |
Speed | 0.99999999999999 |
Offense: Mind
Mindpower | 31.1 |
Crit Chance | 22% |
Speed | 0.99999999999999 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 42.911245931483 |
Ranged Defense | 42.911245931483 |
Fatigue | 0 |
Physical Save | 32.473828419719 |
Spell Save | 43.371914220085 |
Mental Save | 36.2625 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 30% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 or mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Phase Pulse |
talent | Chant of Fortitude |
talent | Temporal Hounds |
talent | Premonition |
talent | Yarrrr!! |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The thrill of victory makes this creature invulnerable. Victory Rush |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the temporal explorer from death by snow giant. Escort: temporal explorer (level 2 of Daikara) | 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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 78. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have met what seems to be a future version of yourself. The Way We Weren't | active |
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 | undeterred pair of iron boots of invasion (0 def, 3 armour) undeterred pair of iron boots of invasion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Changes resistances penetration: +6% physical Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Manokor the Nimbusparry (22/22, 35.5-49.7 power, 10 apr) Manokor the Nimbusparry (22/22, 35.5-49.7 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 On weapon hit: * 40% chance to daze Damage (Ranged): +12 lightning / +9 cold Arrows are used with bows to pierce your foes to death. |
Light source | Erelemas ErelemasInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +6 Wil Changes resistances penetration: +5% mind Critical mult.: +13.00% Mental save: +3 (+2 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | shielding cashmere wizard hat of arcana (2 def, 0 armour) shielding cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +6 Mag Spell save: +9 (+3 eff.) Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | volcanic ash wand of conjuration [power 145] (11/10 cooldown) volcanic ash wand of conjuration [power 145] (11/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +1 Volcano It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | monstrous rough leather belt monstrous rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +3 Con Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | fungal ash longbow of true flight fungal ash longbow of true flightRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 98 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
On hands | dwarven-steel gauntlets of archery (0 def, 2 armour) dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +2 Changes stats: +4 Cun / +3 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 30.21 to 37.77 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +17% darkness / +10% temporal Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% 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. |
Around neck | serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +7 Lck Blindness immunity: +13% Infravision radius: +2 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
movement infusion of the wizard (558% speed; 5 turns) movement infusion of the wizard (558% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
sun infusion of the duelist (rad 6; power 49; turns 5; dispells darkness) sun infusion of the duelist (rad 6; power 49; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 25). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 49) for 5 turns. Its effects scale with your Dexterity stat. 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. |
biting gale rune of the wizard (119 cold damage; 52 apply power) biting gale rune of the wizard (119 cold damage; 52 apply power)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 119.39 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 52. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic 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. |
manasurge rune of the wizard (957% regen over 10 turns; 48 instant mana) manasurge rune of the wizard (957% regen over 10 turns; 48 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 957% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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. |
shielding rune of the duelist (absorb 242 for 4 turns) shielding rune of the duelist (absorb 242 for 4 turns)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: 19 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 242 damage for 4 turns. Its effects scale with your Dexterity 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Beevor BeevorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +3 Con Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Rings can have magical properties. |
savior's steel ring of sensing savior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +9 See invisible: +5 Rings can have magical properties. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
cashmere cloak 'Halibar' (2 def, 0 armour) cashmere cloak 'Halibar' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +9% cold / +6% fire Spell save: +19 (+6 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight Life regen: +1.90 Maximum life: +41.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betomira (2 def, 0 armour) Betomira (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +1 Wil Changes resistances: +19% fire Changes damage: +13% fire Grants telepathy: Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
eldritch linen wizard hat (1 def, 0 armour) eldritch linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.70 Mana when hit: +0.80 Maximum mana: +40.00 Spellpower: +6 (+2 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 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
high-capacity quiver of yew arrows of crippling (36/36, 28.5-39.9 power, 10 apr) high-capacity quiver of yew arrows of crippling (36/36, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +9.0% Capacity: 36 On weapon crit: * cripple the target When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Hathekalthoneg HathekalthonegPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Grants telepathy: Dragon Mental crit. chance: +1% Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 32.24 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+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. |
psionic steel torque of clear mind [power 2] (11/10 cooldown) psionic steel torque of clear mind [power 2] (11/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 67] (11/29 cooldown) supercharged steel torque of kinetic psionic shield [power 67] (11/29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (11/10 cooldown) ash totem of cure ailments [power 2] (11/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
quick ash wand of trap destruction [power 29] (11/12 cooldown) quick ash wand of trap destruction [power 29] (11/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (29 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of firewall [power 173] (11/6 cooldown) warded yew wand of firewall [power 173] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +3 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 173 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Shlbou the Higher Temporal Warden level 22
3rd Regrowth 123rd year of Ascendancy at 03:02 see stats
By Shlbou the Higher Temporal Warden level 17
12nd Haze 122nd year of Ascendancy at 15:56 see stats
By Shlbou the Higher Temporal Warden level 16
2nd Haze 122nd year of Ascendancy at 17:23 see stats
By Shlbou the Higher Temporal Warden level 17
12nd Haze 122nd year of Ascendancy at 16:04 see stats
By Shlbou the Higher Temporal Warden level 20
78th Haze 122nd year of Ascendancy at 00:01 see stats
By Shlbou the Higher Temporal Warden level 10
32nd Dusk 122nd year of Ascendancy at 00:58 see stats
By Shlbou the Higher Temporal Warden level 20
77th Haze 122nd year of Ascendancy at 06:58 see stats
By Shlbou the Higher Temporal Warden level 17
38th Haze 122nd year of Ascendancy at 00:47 see stats
By Shlbou the Higher Temporal Warden level 11
34th Dusk 122nd year of Ascendancy at 00:21 see stats
By Shlbou the Higher Temporal Warden level 22
2nd Regrowth 123rd year of Ascendancy at 20:32 see stats
By Shlbou the Higher Temporal Warden level 18
39th Haze 122nd year of Ascendancy at 13:28 see stats
By Shlbou the Higher Temporal Warden level 11
35th Dusk 122nd year of Ascendancy at 09:58 see stats
By Shlbou the Higher Temporal Warden level 18
39th Haze 122nd year of Ascendancy at 00:43 see stats
By Shlbou the Higher Temporal Warden level 19
48th Haze 122nd year of Ascendancy at 23:55 see stats
By Shlbou the Higher Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 03:31 see stats
Log
Shlbou the Paradox Mage casts Time Skip.
Shlbou the Paradox Mage's spell attains critical power!
Temporal hound resists!
Shlbou the Paradox Mage hits Temporal hound for 24 fire, 24 cold, 24 lightning, 24 arcane (97 total damage).
Temporal hound stops wasting away.
Shlbou slows down.
The protective shield of Shlbou disappears.
Temporal hound has started to unravel.
Wasting from Shlbou the Paradox Mage hits Temporal hound for 5 fire, 5 cold, 5 lightning, 5 arcane (21 total damage).
Shlbou the Paradox Mage casts Dust to Dust.
Shlbou the Paradox Mage hits Temporal hound for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Shlbou the Paradox Mage hits Temporal hound for 7 fire, 7 cold, 7 lightning, 7 arcane, 7 fire, 7 cold, 7 lightning, 7 arcane (60 total damage).
Shlbou is no longer out of phase.
Temporal hound has unraveled!
Shlbou the Paradox Mage casts Temporal Bolt.
Shlbou the Paradox Mage hits Temporal hound for 8 fire, 8 cold, 8 lightning, 8 arcane (32 total damage).
Talent Fold Fate is ready to use.
Shlbou deactivates Weapon Folding.
Shlbou deactivates Premonition.
Shlbou deactivates Phase Pulse.
Shlbou deactivates Temporal Hounds.
Shlbou deactivates Yarrrr!!.
Shlbou deactivates Chant of Fortitude.
Shlbou deactivates Contingency.