
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Faerie |
Class | Temporal Warden |
Level / Exp | 50 / 4583% |
Size | tiny |
Lifes / Deaths | Killed by Xerossra the orc high cryomancer at level 50 on the 3rd Pyre 124th year of Ascendancy at 19:17 / 2Killed by Atamathon the Giant Golem at level 50 on the 22nd Haze 124th year of Ascendancy at 10:10 |
Primary Stats
Strength | 60 (base 30) |
Dexterity | 75 (base 58) |
Constitution | 42 (base 12) |
Magic | 95 (base 60) |
Willpower | 74 (base 60) |
Cunning | 51 (base 16) |
Resources
Equilibrium | 0 |
Life | -645/1046 |
Positive | 20/197 |
Stamina | 409/417 |
Paradox | 350 |
Healing Factor | 1.4334350999751 |
Regeneration | 3.511915994939 |
Speed
Mental | +35.071594523959% |
Attack | +35.071594523959% |
Movement | +336.70714986117% |
Spell | +35.071594523959% |
Global | +106% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 30.926236188513 |
See Invisible | 30.926236188513 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 179 |
Accuracy | 74 |
Crit Chance | 77% |
APR | 30 |
Speed | 0.59 |
Offense: Spell
Spellpower | 64.5 |
Crit Chance | 66% |
Speed | 0.74034811206927 |
Offense: Mind
Mindpower | 56.066666666667 |
Crit Chance | 64% |
Speed | 0.74034811206927 |
Offense: Damage Bonus
All | +17% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 102.4603480373 |
Ranged Defense | 103.9603480373 |
Fatigue | 4 |
Physical Save | 63.1875 |
Spell Save | 65.05 |
Mental Save | 59.6 |
Defense: Resistances
All | + 22%( 78%) |
Defense: Immunities
Pinning Resistance | 50% |
Disarm Resistance | 50% |
Knockback Resistance | 49% |
Stun Resistance | 100% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -829 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 747 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 533 damage for 8 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Stasis | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Contingency |
talent | Weapon Folding |
detrimental effect | The target is on fire, taking 38.31 fire damage per turn. Burning |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +300% Defense: +142 Avoidance of some traps. |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 38, and granting a 9% chance to ignore critical hits. Precognition |
beneficial effect | Focused on Atamathon the Giant Golem, +30% critical damage and +30% critical hit chance against this target. Warden's Focus |
beneficial effect | The time distortion has created a restoration field, healing the target for 28 each turn. Temporal Restoration Field |
beneficial effect | Increases the effectiveness of all healing the target receives by 43%. Empowered Healing |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Increases attack, spell, and mind speed by 35%. 2 Time Dilation |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest | active |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Miranda. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Miranda. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Cyrylrama the skeleton warrior. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 unlocked the training room. * 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: 1856. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Agrimley the hermit. 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. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Emodana (9 def, 5 armour) Emodana (9 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +1 Mag / +6 Wil / +5 Con Changes resistances: +23% darkness / +20% temporal Changes resistances penetration: +18% temporal / +20% darkness / +9% physical Changes damage: +9% temporal Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +26% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Runoldil the Splendourwrack (23/24, 71.5-100.1 power, 18 apr) Runoldil the Splendourwrack (23/24, 71.5-100.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +5.0% Capacity: 24 On weapon hit: * 40% chance to blind * Random elemental explosion * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +17 gravity / +8 light Burst (radius 1) on hit: +4 light / +8 physical Arrows are used with bows to pierce your foes to death. |
Light source | void-walker's alchemist's lamp void-walker's alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +7% cold Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ebonywrest the elven-silk wizard hat (3 def, 0 armour) Ebonywrest the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +11% lightning / +8% temporal / +27% darkness / +8% fire / +8% nature / +8% acid / +17% physical / +7% blight / +8% cold / +7% light Changes damage: +23% darkness / +18% physical Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Blindness immunity: +15% Silence immunity: +10% Psi each turn: +0.40 Only die when reaching: -60.00 life Maximum hate: +14.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A pointy cloth hat, very wizardly... |
Tool | Kindlebrace the dragonbone totem of cure ailments [power 2] (8 cooldown) Kindlebrace the dragonbone totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +3% fire Changes damage: +9% arcane Talent granted: +10 Rushing Claws Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Nudan the voratun ring Nudan the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances penetration: +10% blight Critical mult.: +10.00% Spell save: +10 (+2 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +49% Mana each turn: +0.12 Maximum life: +46.00 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
On fingers | Bethywe the Splendourfoe Bethywe the SplendourfoePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+7 eff.) Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 19% chance to blind Damage when hit (Melee): 12 blight Changes stats: +19 Str / +7 Mag / +8 Cun / +19 Con Changes damage: +9% blight Maximum mana: +60.00 Maximum vim: +59.00 Spellpower: +14 (+4 eff.) Light radius: +3 Rings can have magical properties. |
Around waist | drakeskin leather belt 'Boltscar' drakeskin leather belt 'Boltscar'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes resistances penetration: +5% lightning / +10% darkness Reduced damage from: +45% Summoned Grants telepathy: Dragon Critical mult.: +20.00% Physical save: +15 (+4 eff.) Mental save: +30 (+8 eff.) Spellpower: +8 (+2 eff.) Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
In main hand | Kindlemistress the dragonbone longbow Kindlemistress the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 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: +10 On weapon hit: * 20% chance to corrode armour Damage (Ranged): +35 fire Burst (radius 1) on hit: +2 physical Burst (radius 2) on crit: +2 fire When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +15% acid / +22% physical / +40% fire Changes damage: +22% physical Critical mult.: +10.00% Physical save: +3 (+1 eff.) Life regen: +2.20 Maximum stamina: +10.00 Global speed: +6% Longbows are used to shoot arrows at your foes. |
On hands | drakeskin leather gloves 'Sootroar' (0 def, 3 armour) drakeskin leather gloves 'Sootroar' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +3 Dex / +5 Mag / +7 Cun Changes resistances: +9% darkness Changes damage: +8% arcane Critical mult.: +15.00% Spell crit. chance: +17% Mental crit. chance: +15% 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: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 221.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | Belema the cashmere cloak (2 def, 0 armour) Belema the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to disease Changes resistances: +3% blight / +16% temporal / +18% darkness Changes resistances penetration: +10% arcane Changes damage: +6% blight Defense after a teleport: +21 Resist all after a teleport: +11% New effects duration reduction after a teleport: +18% 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 | Smolderknave the stralite amulet Smolderknave the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Changes stats: +6 Con Changes resistances: +3% light / +9% lightning Changes resistances cap: +8% all Changes resistances penetration: +15% fire Changes damage: +12% fire Physical save: +34 (+8 eff.) Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the psychic (+14 for 8 turns, die at -411) heroism infusion of the psychic (+14 for 8 turns, die at -411)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 8 turns. While Heroism is active, you will only die when reaching -411 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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. |
heroism infusion of the psychic (+17 for 10 turns, die at -601) heroism infusion of the psychic (+17 for 10 turns, die at -601)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -601 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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. |
Rune of the Rift (446.00 temporal damage, removed from time 4 turns) Rune of the Rift (446.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Inflicts 561.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 302.92 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xerysenn XerysennCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +9% blight Changes damage: +6% arcane Talent mastery: +0.24 Chronomancy / Temporal Guardian Amulets can have magical properties. |
Yvyledana the copper amulet Yvyledana the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Mag Physical save: +25 (+6 eff.) Only die when reaching: -40.00 life Amulets can have magical properties. |
insulating copper amulet of strength (+3) insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
steel amulet 'Toxinpall' steel amulet 'Toxinpall'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Wil / +4 Con Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Islada the steel ring Islada the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% darkness Changes resistances penetration: +5% arcane / +10% blight Changes damage: +14% darkness Mana each turn: +0.16 Maximum vim: +20.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Nerimira the gold ring Nerimira the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +6 Wil / +6 Cun Changes resistances: +32% cold / +3% temporal Changes damage: +16% cold Mindpower: +8 (+3 eff.) Rings can have magical properties. |
voratun ring 'Betibremira' voratun ring 'Betibremira'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+2 eff.) Changes stats: +7 Cun Changes resistances: +19% blight / +1% physical / +13% nature Spell save: +20 (+5 eff.) Mental save: +13 (+3 eff.) Poison immunity: +17% Disease immunity: +28% Silence immunity: +5% Confusion immunity: +44% Pinning immunity: +5% Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
voratun ring 'Earindil' voratun ring 'Earindil'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +10 Str / +2 Wil / +9 Con Mental save: +15 (+4 eff.) Blindness immunity: +49% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +49% Knockback immunity: +47% Maximum life: +50.00 Mindpower: +4 (+1 eff.) Infravision radius: +6 See stealth: +19 See invisible: +22 Healing mod.: +20% Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 90% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 14.67 acid and 16.55 blight damage. If not cleared after five turns it will inflict 208.48 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
quick voratun dagger of nature (37-48.1 power, 9 apr) quick voratun dagger of nature (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +4% all Changes resistances penetration: +6% nature Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 204.10 to 612.30 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 478.85 to 957.70 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 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: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+5 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 110% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 175.31 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
stralite mace 'Radhakath' (34.5-48.3 power, 5 apr) stralite mace 'Radhakath' (34.5-48.3 power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +2 Dex / +4 Con Changes resistances: +7% all Changes resistances penetration: +8% nature Critical mult.: +14.00% Maximum encumbrance: +20 Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 0% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 32.70 mind damage, 41.64 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.78 mind and 3.54 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 0% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+5 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 56.68 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Arymina the voratun waraxe (38.5-53.9 power, 6 apr) Arymina the voratun waraxe (38.5-53.9 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +11.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * Random elemental explosion Damage (Melee): +24 mind Burst (radius 1) on hit: +12 physical When wielded/worn: Changes stats: +3 Dex / +7 Wil / +7 Cun / +2 Con Changes resistances penetration: +33% acid / +32% fire / +34% cold / +34% lightning Critical mult.: +9.00% Physical save: +10 (+2 eff.) Vim when firing critical spell: +2.00 One-handed war axes. |
Shockripper the hardened leather belt Shockripper the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +4 Dex / +4 Wil / +2 Cun / +3 Con Changes damage: +6% lightning Physical save: +11 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+3 eff.) See invisible: +6 A belt that goes around your waist. |
Glarenigh the cashmere robe (2 def, 0 armour) Glarenigh the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +11 Str / +11 Mag / +12 Wil Changes resistances: +20% lightning / +18% cold / +15% fire / +12% blight Changes damage: +23% lightning / +16% physical / +20% cold / +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
pair of dwarven-steel boots 'Elenogen' (0 def, 4 armour) pair of dwarven-steel boots 'Elenogen' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +3 Mag / +9 Cun / +11 Con Changes resistances: +3% nature Physical save: +28 (+7 eff.) Spell save: +3 (+1 eff.) Mental save: +30 (+8 eff.) Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmgash the voratun gauntlets (0 def, 3 armour) Phlegmgash the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Effects on melee hit: * 24% chance to cause random gloom * Slows global speed by 15% * 42% chance to blind Damage (Melee): 36 darkness / 38 mind Damage when hit (Melee): 4 darkness Changes stats: +6 Mag Changes resistances penetration: +10% nature Changes damage: +6% arcane / +3% nature Critical mult.: +14.00% Mental save: -5 (-2 eff.) Spell crit. chance: +20% Mindpower: +9 (+3 eff.) Mental crit. chance: +15% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Torythad' (0 def, 3 armour) hardened leather cap 'Torythad' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +10 Str / +6 Mag / +5 Wil / +4 Con Changes resistances penetration: +5% physical Changes damage: +9% blight / +11% arcane Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Healing mod.: +5% A cap made of leather. |
409 alchemist agate 409 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emodhenor the dwarven-steel pickaxe (dig speed 24 turns) Emodhenor the dwarven-steel pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Wil Changes damage: +9% mind Maximum hate: +8.00 Maximum psi: +20.00 Lowers spell cool-downs by: 10% Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Yarutolar' (dig speed 22 turns) voratun pickaxe 'Yarutolar' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Fatigue: -27% Changes stats: +15 Str Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Physical save: +25 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
72 alchemist bloodstone 72 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 678.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Miranda the Faerie Temporal Warden level 47
25th Regrowth 124th year of Ascendancy at 16:25 see stats
By Miranda the Faerie Temporal Warden level 36
12nd Regrowth 123rd year of Ascendancy at 21:50 see stats
By Miranda the Faerie Temporal Warden level 47
23rd Regrowth 124th year of Ascendancy at 13:24 see stats
By Miranda the Faerie Temporal Warden level 50
4th Flare 124th year of Ascendancy at 06:21 see stats
By Miranda the Faerie Temporal Warden level 50
1st Time of Balance 124th year of Ascendancy at 15:31 see stats
By Miranda the Faerie Temporal Warden level 50
56th Dusk 124th year of Ascendancy at 21:38 see stats
By Miranda the Faerie Temporal Warden level 50
65th Regrowth 124th year of Ascendancy at 12:05 see stats
By Miranda the Faerie Temporal Warden level 37
6th Flare 123rd year of Ascendancy at 19:55 see stats
By Miranda the Faerie Temporal Warden level 31
50th Haze 122nd year of Ascendancy at 18:13 see stats
By Miranda the Faerie Temporal Warden level 50
69th Pyre 124th year of Ascendancy at 08:54 see stats
By Miranda the Faerie Temporal Warden level 50
2nd Summertide 124th year of Ascendancy at 19:25 see stats
By Miranda the Faerie Temporal Warden level 49
35th Regrowth 124th year of Ascendancy at 03:28 see stats
By Miranda the Faerie Temporal Warden level 42
73rd Haze 123rd year of Ascendancy at 12:07 see stats
By Miranda the Faerie Temporal Warden level 33
59th Haze 122nd year of Ascendancy at 11:23 see stats
By Miranda the Faerie Temporal Warden level 50
6th Haze 124th year of Ascendancy at 12:14 see stats
By Miranda the Faerie Temporal Warden level 24
79th Dusk 122nd year of Ascendancy at 01:38 see stats
By Miranda the Faerie Temporal Warden level 34
5th Allure 123rd year of Ascendancy at 00:12 see stats
By Miranda the Faerie Temporal Warden level 26
9th Haze 122nd year of Ascendancy at 18:47 see stats
By Miranda the Faerie Temporal Warden level 50
75th Dusk 124th year of Ascendancy at 21:06 see stats
By Miranda the Faerie Temporal Warden level 50
2nd Summertide 124th year of Ascendancy at 20:29 see stats
By Miranda the Faerie Temporal Warden level 36
12nd Regrowth 123rd year of Ascendancy at 22:03 see stats
By Miranda the Faerie Temporal Warden level 50
1st Pyre 124th year of Ascendancy at 15:50 see stats
By Miranda the Faerie Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 15:32 see stats
By Miranda the Faerie Temporal Warden level 20
52nd Dusk 122nd year of Ascendancy at 21:20 see stats
By Miranda the Faerie Temporal Warden level 30
30th Haze 122nd year of Ascendancy at 02:29 see stats
By Miranda the Faerie Temporal Warden level 40
63rd Dusk 123rd year of Ascendancy at 01:54 see stats
By Miranda the Faerie Temporal Warden level 50
56th Regrowth 124th year of Ascendancy at 16:50 see stats
By Miranda the Faerie Temporal Warden level 41
30th Haze 123rd year of Ascendancy at 18:05 see stats
By Miranda the Faerie Temporal Warden level 50
69th Pyre 124th year of Ascendancy at 23:07 see stats
By Miranda the Faerie Temporal Warden level 50
7th Mirth 124th year of Ascendancy at 10:22 see stats
By Miranda the Faerie Temporal Warden level 34
7th Decay 122nd year of Ascendancy at 03:23 see stats
By Miranda the Faerie Temporal Warden level 41
1st Haze 123rd year of Ascendancy at 15:39 see stats
By Miranda the Faerie Temporal Warden level 33
58th Haze 122nd year of Ascendancy at 02:02 see stats
By Miranda the Faerie Temporal Warden level 50
74th Regrowth 124th year of Ascendancy at 07:12 see stats
By Miranda the Faerie Temporal Warden level 32
56th Haze 122nd year of Ascendancy at 05:16 see stats
By Miranda the Faerie Temporal Warden level 49
56th Regrowth 124th year of Ascendancy at 16:45 see stats
By Miranda the Faerie Temporal Warden level 50
6th Haze 124th year of Ascendancy at 12:13 see stats
By Miranda the Faerie Temporal Warden level 24
79th Dusk 122nd year of Ascendancy at 13:02 see stats
By Miranda the Faerie Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 15:57 see stats
By Miranda the Faerie Temporal Warden level 36
12nd Regrowth 123rd year of Ascendancy at 21:50 see stats
By Miranda the Faerie Temporal Warden level 50
78th Dusk 124th year of Ascendancy at 17:41 see stats
By Miranda the Faerie Temporal Warden level 15
26th Dusk 122nd year of Ascendancy at 20:53 see stats
By Miranda the Faerie Temporal Warden level 50
11st Dusk 124th year of Ascendancy at 12:30 see stats
By Miranda the Faerie Temporal Warden level 30
31st Haze 122nd year of Ascendancy at 13:04 see stats
By Miranda the Faerie Temporal Warden level 21
60th Dusk 122nd year of Ascendancy at 00:46 see stats
By Miranda the Faerie Temporal Warden level 50
3rd Pyre 124th year of Ascendancy at 19:17 see stats
By Miranda the Faerie Temporal Warden level 46
21st Regrowth 124th year of Ascendancy at 18:14 see stats
By Miranda the Faerie Temporal Warden level 8
3rd Mirth 122nd year of Ascendancy at 06:09 see stats
Log
Miranda shrugs off the critical damage!
Miranda's temporal clone deactivates Contingency.
Miranda's temporal clone performs a melee critical strike against Atamathon the Giant Golem!
Miranda's temporal clone shrugs off the critical damage!
Miranda's temporal clone performs a melee critical strike against Atamathon the Giant Golem!
Miranda's temporal clone shrugs off the critical damage!
Atamathon the Giant Golem reflects damage back to Miranda!
Atamathon the Giant Golem reflects damage back to Miranda's temporal clone!
Miranda's temporal clone hits Atamathon the Giant Golem for 326 physical, , 7 arcane, 9 fire, , , , , 3 light, 9 temporal, 20 physical, 39 physical, 14 temporal, 113 physical, , 7 arcane, 9 fire, , , , , 3 light, 14 temporal (573 total damage).
Miranda hits Atamathon the Giant Golem for , 8 light, 12 physical, 26 fire, , 1 light, 7 physical, 2 fire, 23 temporal, 19 temporal (98 total damage).
Miranda's Warden's Focus hits Atamathon the Giant Golem for 484 physical damage.
Atamathon the Giant Golem hits Miranda for (279 to time), (190 absorbed), 0 physical, (7 absorbed), 0 light, (4 absorbed), 0 physical, (8 absorbed), 0 fire, (1 absorbed), 0 light, (7 absorbed), 0 physical, (2 absorbed), 0 fire, (16 absorbed), 0 temporal, (13 absorbed), 0 temporal (0 total damage).
Atamathon the Giant Golem hits Miranda's temporal clone for (114 absorbed), 0 physical, (7 absorbed), 0 arcane, (6 absorbed), 0 fire, (3 absorbed), 0 light, (6 absorbed), 0 temporal, (17 absorbed), 0 physical, (34 absorbed), 0 physical, (9 absorbed), 0 temporal, (106 absorbed), 0 fire, (39 absorbed), 0 physical, (7 absorbed), 0 arcane, (6 absorbed), 0 fire, (3 absorbed), 0 light, (9 absorbed), 0 temporal, (106 absorbed), 0 fire (0 total damage).
Atamathon the Giant Golem killed Miranda's temporal clone!
Atamathon the Giant Golem prepares to block incoming attacks.
Atamathon the Giant Golem slows down.
Atamathon the Giant Golem casts Rune: Lightning.
Miranda is on fire!
Atamathon the Giant Golem's fire burn area effect hits Miranda for (146 absorbed), 0 fire (0 total damage).
Atamathon the Giant Golem hits Miranda for (411 absorbed), 0 lightning (0 total damage).
Miranda is no longer out of phase.
Talent Dimensional Step is ready to use.
Talent Fold Gravity is ready to use.
Talent Blade Shear is ready to use.
Your shield crumbles under the damage!
The shield around Miranda crumbles.
Your Contingency triggered Rune: Shielding!
Atamathon the Giant Golem casts Rune: Lightning.
Atamathon the Giant Golem's weapon surges with fire!
Saving game...