Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 18 / 63% |
Size | medium |
Lifes / Deaths | Killed by Silamitta the armoured skeleton warrior at level 12 on the 10th Dusk 122nd year of Ascendancy at 17:37 0 / 6Killed by Emeba the rogue at level 18 on the 41st Dusk 122nd year of Ascendancy at 04:52 Killed by Emeba the rogue at level 18 on the 41st Dusk 122nd year of Ascendancy at 08:15 Killed by war hound at level 18 on the 41st Dusk 122nd year of Ascendancy at 10:22 Killed by Emeba the rogue at level 18 on the 41st Dusk 122nd year of Ascendancy at 13:17 Killed by 3-headed hydra at level 18 on the 41st Dusk 122nd year of Ascendancy at 15:35 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 52 (base 25) |
Constitution | 21 (base 18) |
Magic | 46 (base 46) |
Willpower | 30 (base 14) |
Cunning | 13 (base 10) |
Resources
Life | -305/491 |
Paradox | 348 |
Healing Factor | 1.304804467222 |
Regeneration | 4.2406145184716 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 11.276549162096 |
See Invisible | 20.276549162096 |
Offense: Mainhand
Damage | 63 |
Accuracy | 48 |
Crit Chance | 13% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 48 |
Crit Chance | 20% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 13 (63.914983985962%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 20 |
Defense: Resistances
Acid | + 10%( 70%) |
Light | + 7%( 70%) |
Physical | + 6%( 70%) |
Arcane | + 9%( 70%) |
Lightning | + 29%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Bleed Resistance | 40% |
Confusion Resistance | 20% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 283 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 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 |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 2 of Trollmire) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Velewyn the pair of hardened leather boots (0 def, 6 armour) Velewyn the pair of hardened leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +6 Changes stats: +5 Str / +5 Wil Only die when reaching: -80.00 life Mindpower: +15 (+8 eff.) Infravision radius: +2 A pair of boots made of leather. |
Light source | Turyhell the brass lantern Turyhell the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 10 acid Changes stats: +4 Wil Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +10% acid Critical mult.: +11.00% Light radius: +3 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 | linen wizard hat 'Porudaralaith' (1 def, 0 armour) linen wizard hat 'Porudaralaith' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 6 mind Changes stats: +2 Dex Blindness immunity: +20% Psi each turn: +0.12 Only die when reaching: -60.00 life Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
On hands | Xanemitha (5 def, 1 armour) Xanemitha (5 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Armour: +1 Defense: +5 (+2 eff.) Damage (Melee): 6 acid Changes stats: +3 Con Changes resistances: +6% acid Changes damage: +4% acid Physical save: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of gale force 'Gilarek' [power 150] (15 cooldown) steel torque of gale force 'Gilarek' [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +1% physical Physical save: +6 (+3 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | copper ring 'Boltlace' copper ring 'Boltlace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 47% Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances: +9% lightning Infravision radius: +1 See invisible: +9 Rings make your fingers look great! |
Around neck | grounding copper amulet of healing grounding copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +21% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | steel longsword 'Silavea' (117% power, 3 apr) steel longsword 'Silavea' (117% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 117% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 21 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +12 mind / +9 cold When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Cun / +4 Wil Psi when hit: +0.12 Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Harehell (1 def, 0 armour) Harehell (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Changes resistances: +3% light / +1% physical Physical save: +18 (+9 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide rough leather armour (3 def, 2 armour) troll-hide rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +3.00 Maximum life: +32.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
shatter afflictions rune of the warrior (absorb 35; cd 12) shatter afflictions rune of the warrior (absorb 35; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 spell talent. |
starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +12% darkness Blindness immunity: +22% Amulets make your neck look great! |
painweaver's steel ring painweaver's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +4% all Spellpower: +6 (+3 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Flowermark the steel waraxe (113% power, 3 apr) Flowermark the steel waraxe (113% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 47% When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +6 Defense: +6 (+2 eff.) Changes resistances: +6% cold Changes resistances penetration: +7% physical Spell save: +6 (+3 eff.) Disarm immunity: +24% One-handed war axes. |
Sparklore SparkloreCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +3 Str / +2 Dex Changes resistances: +6% cold Changes resistances penetration: +15% lightning Reduces incoming crit damage: 15.00% Spell save: +5 (+2 eff.) See invisible: +3 Size category: +1 A belt that goes around your waist. |
Amegen the linen cloak (1 def, 0 armour) Amegen the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Cun / +1 Dex Critical mult.: +5.00% Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xarinne (0 def, 5 armour) Xarinne (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +9% light Blindness immunity: +10% Confusion immunity: +10% Life regen: +2.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets 'Cloudoracle' (0 def, 2 armour) dwarven-steel gauntlets 'Cloudoracle' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 28% Damage (Melee): 8 blight Changes stats: +2 Cun Changes resistances: +8% darkness / +6% blight Changes resistances penetration: +15% lightning Changes damage: +5% blight / +9% lightning Physical save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +22% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Chalurim the Corruptionmaster (1 def, 0 armour) Chalurim the Corruptionmaster (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% * 10% chance to reduce all saves and defense by 21 Changes resistances: +16% nature Changes damage: +3% acid / +14% nature / +3% mind A pointy cloth hat, very wizardly... |
Polidherelle (8 def, 4 armour) Polidherelle (8 def, 4 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +1 Str Changes resistances: +15% cold Only die when reaching: -60.00 life A suit of armour made of leather. |
cured leather armour of the deep (6 def, 5 armour) cured leather armour of the deep (6 def, 5 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 alchemist agate 71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Daimygen DaimygenInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil / +4 Con Changes resistances penetration: +10% acid Changes damage: +9% acid Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Berytokan the Duskcrypt [power 47] (25 cooldown) Berytokan the Duskcrypt [power 47] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Con Changes resistances penetration: +15% darkness Stamina each turn: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 13% for 2 turns. * Increase the duration of 1 beneficial effects by 1. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sicemboys the Cornac Temporal Warden level 11
9th Flare 122nd year of Ascendancy at 20:52 see stats
By Sicemboys the Cornac Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 22:15 see stats
By Sicemboys the Cornac Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 02:41 see stats
By Sicemboys the Cornac Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 12:27 see stats
By Sicemboys the Cornac Temporal Warden level 16
23rd Dusk 122nd year of Ascendancy at 05:45 see stats
By Sicemboys the Cornac Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 05:47 see stats
Log
Emeba the rogue summons a War Hound!
Emeba the rogue's mind surges with critical power!
Emeba the rogue is free from the illness.
Melee retaliation hits Emeba the rogue for 2 mind, (2 to psi shield), 3 acid (5 total damage).
Thorn Grab from Emeba the rogue hits Sicemboys for 24 nature damage.
Emeba the rogue's Beyond the Flesh hits Sicemboys for 72 physical, 4 cold (76 total damage).
Sicemboys casts Dimensional Step.
Sicemboys emerges from a space-time rift!
3-headed hydra breathes acid!
3-headed hydra hits Sicemboys for 244 acid damage.
Sicemboys is not stunned anymore.
Sicemboys has recovered!
Thorn Grab from Emeba the rogue hits Sicemboys for 24 nature damage.
Talent Warp Blade is ready to use.
Thorn Grab from Emeba the rogue hits Sicemboys for 24 nature damage.
3-headed hydra breathes poison!
Sicemboys is poisoned!
3-headed hydra hits Sicemboys for 46 nature damage.
Sicemboys is no longer invigorated.
Poison from 3-headed hydra hits Sicemboys for 46 nature damage.
Thorn Grab from Emeba the rogue hits Sicemboys for 24 nature damage.
Talent Infusion: Healing is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Poison from 3-headed hydra hits Sicemboys for 46 nature damage.
Thorn Grab from Emeba the rogue hits Sicemboys for 24 nature damage.
3-headed hydra breathes lightning!
3-headed hydra hits Sicemboys for 199 lightning damage.
Sicemboys the level 18 cornac temporal warden was bolted to death by a 3-headed hydra on level 1 of Unknown tunnels.