Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 63 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 44 on the 53rd Dusk 122nd year of Ascendancy at 03:04 0 / 7Killed by giant spider at level 44 on the 53rd Dusk 122nd year of Ascendancy at 07:24 Killed by Tarsedma the thalore at level 44 on the 54th Dusk 122nd year of Ascendancy at 13:13 Killed by gwelgoroth at level 45 on the 68th Dusk 122nd year of Ascendancy at 17:22 Killed by fire drake at level 48 on the 35th Haze 122nd year of Ascendancy at 13:04 Killed by Aragawe the snow giant chieftain at level 53 on the 38th Haze 122nd year of Ascendancy at 14:02 Killed by Polibrethra the snow giant at level 53 on the 38th Haze 122nd year of Ascendancy at 18:15 |
Primary Stats
| Strength | 60 (base 43) |
| Dexterity | 53 (base 44) |
| Constitution | 57 (base 37) |
| Magic | 96 (base 69) |
| Willpower | 56 (base 25) |
| Cunning | 74 (base 35) |
Resources
| Life | 1643/1643 |
| Equilibrium | 0 |
| Paradox | 299 |
| Healing Factor | 1.4 |
| Regeneration | 3.99 |
Speed
| Mental | -1.7541523789077E-12% |
| Attack | -1.7541523789077E-12% |
| Movement | -2.2204460492503E-14% |
| Spell | -1.7541523789077E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 38.512349845762 |
| See Invisible | 41.512349845762 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 47 |
| Crit Chance | 50% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 47 |
| Crit Chance | 53% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.92 (81.030927835052%) |
| Defense | 42 |
| Ranged Defense | 44 |
| Fatigue | 17 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 49 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 42% |
| Pinning Resistance | 50% |
| Knockback Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 47% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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 468 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Temporal Hounds |
| talent | Chant of Fortress |
| talent | Secrets of the Eternals |
| talent | Contingency |
| talent | Weapon Folding |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by giant black ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by greater gwelgoroth. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of Alchemists | active |
You have met what seems to be a future version of yourself. The Way We Weren't | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | done |
Equipment
| On feet | Xerowen the pair of iron boots (0 def, 3 armour) Xerowen the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +7 Str / +2 Dex / +3 Mag / +6 Wil / +4 Cun / +6 Con Changes resistances: +12% acid / +7% fire / +7% cold Changes resistances penetration: +5% acid / +6% physical Grants telepathy: Dragon Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (113 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Mayikira the linen wizard hat (5 def, 0 armour) Mayikira the linen wizard hat (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Str / +1 Dex / +3 Mag / +7 Cun Changes resistances: +6% cold / +18% darkness / +5% arcane Changes damage: +12% darkness Spell save: +7 (+2 eff.) Mental save: +14 (+4 eff.) Disease immunity: +10% Life regen: +2.40 Mana each turn: +0.15 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| Tool | Zyzor the Radiancepunish [power 16] (20 cooldown) Zyzor the Radiancepunish [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Talent granted: +2 Rushing Claws Physical save: +3 (+1 eff.) Pinning immunity: +25% Only die when reaching: -20.00 life Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Arcriver' gold ring 'Arcriver'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +10 Cun / +11 Mag Changes resistances: +6% lightning Changes resistances penetration: +5% arcane / +5% lightning Mental save: +9 (+3 eff.) Blindness immunity: +32% Confusion immunity: +37% Maximum hate: +4.00 Spellpower: +18 (+4 eff.) Mindpower: +8 (+3 eff.) Infravision radius: +5 See stealth: +12 See invisible: +15 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
| On fingers | copper ring 'Blazewing' copper ring 'Blazewing'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom * 15% chance to blind Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom * 15% chance to blind Damage (Ranged): 9 bleed Damage when hit (Melee): 8 fire Changes stats: +5 Wil / +12 Cun / +2 Con Changes resistances: +12% temporal Changes resistances penetration: +5% temporal / +15% fire Changes damage: +9% arcane / +12% temporal Spell save: +12 (+4 eff.) Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum life: +25.00 Maximum stamina: +16.00 Maximum hate: +7.00 Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Nerewen the Torchspawner (20-28 power, 4 apr) Nerewen the Torchspawner (20-28 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 150% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom * 20% chance to daze Damage (Melee): +27 insidious poison / +7 mind / +8 fire Burst (radius 1) on hit: +12 acid / +12 fire When wielded/worn: Armour penetration: +21 Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +3 Str / +3 Dex / +3 Mag / +6 Wil / +3 Cun / +8 Con Changes resistances: +3% acid Changes resistances penetration: +11% lightning / +28% physical / +15% acid Changes damage: +19% physical Disarm immunity: +21% One-handed war axes. |
| On hands | voratun gauntlets of the iron hand (0 def, 3 armour) voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +41% Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Baridragen (49-63.7 power, 9 apr) Baridragen (49-63.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 49.0 - 63.7 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 mind / +17 cold When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +9.0% Defense: +10 (+4 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +9% light / +3% lightning Physical save: +10 (+3 eff.) Blindness immunity: +15% Disease immunity: +15% Cut immunity: +20% Disarm immunity: +26% Confusion immunity: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
| Main armor | iron plate armour 'Nerywen' (10 def, 26 armour) iron plate armour 'Nerywen' (10 def, 26 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +26 Defense: +10 (+4 eff.) Fatigue: +15% Changes stats: +2 Str / +2 Dex / +5 Mag / +2 Cun Changes resistances: +21% acid / +7% physical / +7% fire / +21% cold / +7% lightning Changes resistances penetration: +5% mind Allows you to breathe in: water Physical save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Psi when hit: +0.12 Maximum life: +26.00 Infravision radius: +2 A suit of armour made of metal plates. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
regeneration infusion of the sneak (heal 394 over 5 turns) regeneration infusion of the sneak (heal 394 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Cunning 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. |
wild infusion of the sneak (resist 21%; cure physical) wild infusion of the sneak (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
restful copper amulet of dexterity (+2) restful copper amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex Life regen: +0.90 Amulets can have magical properties. |
copper ring 'Furnacebreacher' copper ring 'Furnacebreacher'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Disarm immunity: +47% Pinning immunity: +47% Knockback immunity: +43% Maximum life: +43.00 Rings can have magical properties. |
rogue's copper ring of power rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +4 (+2 eff.) Changes stats: +2 Cun Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Xeryna the Deeps's kiss (44-66 power, 3 apr) Xeryna the Deeps's kiss (44-66 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 19% chance to disease * 20% chance to torment the target * Random elemental explosion Damage (Melee): +24 blight / +24 light Damage against: +27% Undead When wielded/worn: Accuracy: +17 (+5 eff.) Changes stats: +9 Dex / +3 Wil / +3 Cun Changes resistances: +6% darkness Changes resistances penetration: +19% acid / +16% darkness / +10% lightning / +21% fire / +17% mind / +21% cold Grants telepathy: Demon/Minor Demon/Major Disease immunity: +38% Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 85% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 95% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
voratun greatmaul 'Flaresnake' (85.5-128.25 power, 4 apr) voratun greatmaul 'Flaresnake' (85.5-128.25 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +19 mind / +28 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Physical crit. chance: +14.0% Damage when hit (Melee): 12 light / 8 fire Changes damage: +6% light / +9% fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Poryra the Unlightwhisper (65-104 power, 4 apr) Poryra the Unlightwhisper (65-104 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 lightning / +28 mind / +17 light Burst (radius 1) on hit: +23 fire / +20 darkness / +4 arcane Damage against: +34% Undead When wielded/worn: Physical crit. chance: +16.0% Physical power: +20 (+4 eff.) Damage when hit (Melee): 12 arcane / 4 darkness Changes resistances: +6% darkness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
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. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. 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. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.75 cold damage and 18.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Xoraba the iron waraxe (11.5-16.1 power, 2 apr) Xoraba the iron waraxe (11.5-16.1 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to corrode armour Changes stats: +1 Wil Changes resistances: +9% mind Changes resistances penetration: +13% physical Changes damage: +13% physical Critical mult.: +12.00% Spell save: +3 (+1 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Damage Shield penetration: +20% One-handed war axes. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
Mardorain the Stormserpent (1 def, 0 armour) Mardorain the Stormserpent (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 lightning / 8 temporal Changes stats: +2 Cun / +3 Wil Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +5% lightning / +10% temporal Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand rough leather gloves of strength (+3) (0 def, 6 armour) sand rough leather gloves of strength (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Islaretta' (1 def, 0 armour) linen wizard hat 'Islaretta' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +3% blight / +15% cold / +24% darkness / +6% fire Changes damage: +12% darkness Spell save: +6 (+2 eff.) Disease immunity: +5% Cut immunity: +10% Disarm immunity: +10% Life regen: +1.90 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
Alistir the Filthwrither (4 def, 7 armour) Alistir the Filthwrither (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 10 light Changes stats: +5 Cun / +12 Wil Changes resistances: +11% blight / +9% physical / +18% darkness Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +22 (+7 eff.) Mental save: +18 (+6 eff.) Life regen: +8.20 Psi when hit: +0.04 Hate when firing a critical mind attack: +5.00 Light radius: +1 Healing mod.: +24% A suit of armour made of leather. |
Tulyntir the Duskgrit (7 def, 31 armour) Tulyntir the Duskgrit (7 def, 31 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +31 Defense: +7 (+3 eff.) Fatigue: +39% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Str / +4 Wil / +12 Con Changes resistances: +19% acid / +35% physical / +12% darkness / -17% light / +32% fire / +22% cold / +22% lightning Reduces incoming crit damage: 10.00% Physical save: +43 (+14 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) A suit of armour made of metal plates. |
quiver of elm arrows of paradox (13/13, 15.5-21.7 power, 5 apr) quiver of elm arrows of paradox (13/13, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 On weapon hit: * 5% chance to gain 10% of a turn Damage (Ranged): +6 temporal Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
66 alchemist agate 66 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +5 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 158.52 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xildalaith the Scumnoon [power 17] (15 cooldown) Xildalaith the Scumnoon [power 17] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +3% blight / +3% mind Changes damage: +12% nature Talent cooldown: Silence (+10 turn) Talent granted: +4 Silence Physical save: +25 (+8 eff.) Disease immunity: +10% Disarm immunity: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzlezeal the yew totem of thorny skin [power 41] (20 cooldown) Dazzlezeal the yew totem of thorny skin [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes damage: +6% blight Talent granted: +5 Lay Web Critical mult.: +15.00% Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Sootrazor [power 14] (10 cooldown) Sootrazor [power 14] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +6% lightning Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +3% darkness Talent cooldown: Void Blast (+6 turn) Talents granted: +1 Ward +2 Void Blast Reduces incoming crit damage: 5.00% Mental save: +25 (+8 eff.) Cut immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to disarm traps (14 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Popo the Shalore Temporal Warden level 48
22nd Haze 122nd year of Ascendancy at 08:46 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Popo the Shalore Temporal Warden level 63
41st Haze 122nd year of Ascendancy at 11:23 see stats
Level 10 (Uniques)
Got a character to level 10.By Popo the Shalore Temporal Warden level 10
77th Pyre 122nd year of Ascendancy at 19:12 see stats
Level 20 (Uniques)
Got a character to level 20.By Popo the Shalore Temporal Warden level 20
13rd Dusk 122nd year of Ascendancy at 00:09 see stats
Level 30 (Uniques)
Got a character to level 30.By Popo the Shalore Temporal Warden level 30
13rd Dusk 122nd year of Ascendancy at 22:50 see stats
Level 40 (Uniques)
Got a character to level 40.By Popo the Shalore Temporal Warden level 40
22nd Dusk 122nd year of Ascendancy at 21:51 see stats
Level 50 (Uniques)
Got a character to level 50.By Popo the Shalore Temporal Warden level 50
37th Haze 122nd year of Ascendancy at 18:31 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Popo the Shalore Temporal Warden level 55
38th Haze 122nd year of Ascendancy at 22:26 see stats
Wibbly Wobbly Timey Wimey Stuff (Uniques)
Killed the weaver queen and the temporal defiler.By Popo the Shalore Temporal Warden level 10
78th Pyre 122nd year of Ascendancy at 02:59 see stats
Log
Spacetime feels more stable.
Popo retunes the fabric of spacetime.
There is a Temporal Rift here (press '' or right click to use).
There is a Temporal Rift here (press '' or right click to use).
There is a way to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Venom drake hatchling rearms.
Venom drake hatchling has shook off the effects of their corrosion.
Venom drake hatchling rearms.
Venom drake hatchling is not stunned anymore.
Venom drake hatchling has shook off the effects of their corrosion.
Venom wyrm rearms.
Venom drake rearms.
Venom drake has shook off the effects of their corrosion.
Popo the Paradox Mage recovers sight.
Popo the Paradox Mage stops bleeding.
Popo the Paradox Mage has returned to its natural state.
Reality around Popo the Paradox Mage is coherent again.
Popo the Paradox Mage is no longer poisoned.
Popo the Paradox Mage is not stunned anymore.
Popo the Paradox Mage is not cripple anymore.
Venom drake has shook off the effects of their corrosion.
Popo deactivates Contingency.
Popo deactivates Temporal Hounds.
Popo deactivates Weapon Folding.
Popo deactivates Chant of Fortress.
Popo deactivates Secrets of the Eternals.
