










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 3287% |
| Size | big |
| Lifes / Deaths | Killed by Ivalle the storm drake at level 22 on the 54th Dusk 122nd year of Ascendancy at 08:32 3 / 4Killed by Polivena the skeleton warrior at level 32 on the 74th Haze 122nd year of Ascendancy at 01:54 Killed by Arariwyn the orc high pyromancer at level 47 on the 68th Dusk 123rd year of Ascendancy at 09:52 Killed by Xanunne the orc summoner at level 50 on the 42nd Regrowth 124th year of Ascendancy at 05:35 |
Primary Stats
| Strength | 38 (base 17) |
| Dexterity | 113 (base 65) |
| Constitution | 72 (base 41) |
| Magic | 137 (base 62) |
| Willpower | 57 (base 32) |
| Cunning | 80 (base 28) |
Resources
| Life | 1473/1473 |
| Paradox | 280 |
| Healing Factor | 2.1862906294957 |
| Regeneration | 26.782060211322 |
Speed
| Mental | -2.2004620348071E-11% |
| Attack | -2.2004620348071E-11% |
| Movement | -44.398580644686% |
| Spell | -2.2004620348071E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Stealth | 71.279496170528 |
| See Invisible | 82.279496170528 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 201 |
| Accuracy | 84 |
| Crit Chance | 53% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 43% |
| Speed | 1.0000000000002 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 25% |
| Speed | 1.0000000000002 |
Offense: Damage Bonus
| Acid | +37% |
| Arcane | +43% |
| Mind | +43% |
| All | +16% |
| Lightning | +47% |
| Light | +40% |
| Temporal | +22% |
| Darkness | +31% |
| Nature | +31% |
Offense: Damage Penetration
| Darkness | +52% |
| Acid | +57% |
| Fire | +70% |
| All | +37% |
Defense: Base
| Armour (hardiness) | 44 (57.155997060385%) |
| Defense | 110 |
| Ranged Defense | 110 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 51 |
| Mental Save | 68 |
Defense: Resistances
| Blight | + 37%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 49%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 40%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Disarm Resistance | 46% |
| Instadeath Resistance | 100% |
| Silence Resistance | 60% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 785 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 933% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Weapon Folding |
| talent | Contingency |
| talent | Chant of Fortitude |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have 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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by emperor wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Belogama the skeleton warrior. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Gloryvea the stone troll. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 Wrathroot. * 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 fire 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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * 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: 3171. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Lisilrann the Fireparry (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% nature +21% acid Res.pen +20% acid +32% fire Melee Ret 8 nature 8 fire ----- def ----- Armour +5 Fatigue +4% Resists +18% cold +21% nature +24% fire Silence- +40% Confus- +50% Stun/Frz- +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Chargejam the quiver of dragonbone arrows (24/24, 75-105 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 75.0 - 105.0 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +21.0% Capacity 24 Ranged+ +21 mind On Hit.r1 +12 lightning On Crit.r2 +20 mind On Hit: * 21% chance to reduce all saves and defense by 31 * Create an explosion dealing 173 fire damage (1/turn) On Crit: * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Aeryrehell'0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Mag dps ---------- Spell.pwr +11 (+2 eff.) S.pwr/crit +4 Res.pen +12% all Apr +15 ----- def ----- Resists +5% arcane Mind.save +13 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 See.Stealth +24 See.Invis +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Splendourhunger the voratun helm (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +5 Dex +1 Wil +8 Cun +6 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% lightning +6% light +12% mind Apr +8 ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +6% light +9% nature +6% all Phys.save +26 (+9 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.hate +4.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Politta the voratun torque of clear mind [power 5] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex +5 Mag +5 Cun +5 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +12% arcane ---------- misc Mana/turn +0.20 Mana/s.crit +2.11 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +7 Mag +14 Wil +9 Cun dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +6% temporal Acc +13 (+3 eff.) ----- def ----- Resists +15% temporal Mind.save +12 (+3 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Lisinn the Duathelbrawn0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +12 Mag dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Melee+ 34 light Ranged+ 27 light Dmg.mod +18% light +15% darkness Res.pen +15% darkness Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Spell.save +12 (+4 eff.) Rings make your fingers look great! |
| Around waist | Dagazilafang the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +15% mind +15% arcane Melee Ret 8 mind ----- def ----- Fatigue -8% Resists +5% arcane Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.enc +60 Size +1 A belt that goes around your waist. |
| In main hand | Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 177 to 354 lightning damage based on Magic 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. |
| On hands | voratun gauntlets 'Samuyon' (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Dex +8 Mag +5 Wil dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 cold 10 lightning Acc +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% Phys.save +10 (+4 eff.) Mind.save +10 (+3 eff.) HP.reg +6.00 Disarm- +46% ---------- misc Stam/turn +1.30 Mana/turn +0.16 Psi/turn +0.39 Max.mana +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Baleldil the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +25.00% Phys.pwr +3 (+1 eff.) Acc +22 (+4 eff.) Apr +23 ----- def ----- Defense +3 (+1 eff.) Fatigue -4% Resists +9% cold Mind.save +15 (+4 eff.) Stealth +12 HP.reg +4.00 Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +15 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Armour +4 Resists +10% blight +4% all Affinity +15% nature HP.reg +2.00 Heal.mod +80% Stun/Frz- +30% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 830%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 830% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1223%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1223% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 43%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 51%; magical, physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 51% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 236; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 236 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Poratta the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +1 Con dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) S.pwr/crit +2 ----- def ----- Resists +10% lightning Crit.chn- 15.00% Stun/Frz- +25% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (189). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 34 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 11 darkness Dmg.mod +5% light +8% darkness On Melee Ret: * 10% chance to reduce damage dealt by 25% * 9% chance to blind Amulets make your neck look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 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." |
Gloomlord the voratun longsword (40-56 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Psionic Power 40.0 - 56.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +29 cold On Hit.r1 +12 darkness On Crit.r2 +8 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 137 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +29% cold Res.pen +5% darkness +26% cold On Hit (Melee): * 21% chance to reduce damage dealt by 25% ----- def ----- Resists +12% cold Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
Ureslak's Femur (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Vorythra the voratun mace (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Psionic Power 46.0 - 64.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +26 blight On Hit: 20% Epidemic 5 On Hit: * 31% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +15% arcane +25% acid ----- def ----- Resists +21% acid Disease- +17% Blunt and deadly. |
voratun mace 'Heallace' (60-85 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 60.5 - 84.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +8 Str +13 Dex +9 Mag +9 Wil +12 Cun +11 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +2 Resists +3% blight +6% light +9% darkness Max.HP +20.00 Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
Flashwrither (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 40.5 - 56.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 137 acid damage (1/turn) While equipped: Stats +12 Str +12 Dex +11 Mag +12 Wil +13 Cun +10 Con dps ---------- Phys.crit +12.0% Crit.mult +35.00% Dmg.mod +26% acid Res.pen +24% acid Apr +14 ----- def ----- Resists +6% light +3% mind Crit.chn- 5.00% Spell.save +3 (+1 eff.) Blind- +10% Pinning- +20% Stun/Frz- +21% One-handed war axes. |
Satyrwilter the voratun waraxe (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.5 - 55.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +37 nature On Hit: * 10% chance to slow global speed by 58% While equipped: Stats +7 Con dps ---------- Phys.pwr +13 (+5 eff.) Dmg.mod +6% cold +3% fire Res.pen +14% physical +20% fire +13% all Acc +22 (+4 eff.) Apr +12 ----- def ----- Resists +3% cold Disarm- +35% One-handed war axes. |
voratun waraxe 'Quenchwrack' (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 39.5 - 55.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +13 Dex +13 Mag +13 Wil +11 Cun +13 Con dps ---------- Phys.crit +14.0% Phys.pwr +13 (+5 eff.) Dmg.mod +6% cold Res.pen +29% blight +15% physical +20% arcane Phasing +20% Acc +19 (+4 eff.) Apr +14 ---------- misc Vim/s.crit +2.34 Max.mana +40.00 One-handed war axes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian 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. |
Grinarig the Blastbile (51-66 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 51.0 - 66.3 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning While equipped: Stats +15 Con +15 Wil dps ---------- Dmg.mod +6% acid Res.pen +15% arcane +14% physical Acc +16 (+3 eff.) Apr +14 Melee Ret 4 lightning On Hit (Melee): * 21% chance to reduce armor by 47% ----- def ----- Resists +3% acid Max.HP +83.00 Sharp, short and deadly. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 0% Mag, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd 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 56.92 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. |
elven-wood longbow 'Silyrelle'4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +100% Ranged+ +23 lightning While equipped: Stats +6 Str +3 Mag +1 Cun dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +24% lightning Res.pen +20% physical Acc +20 (+4 eff.) Melee Ret 2 physical Longbows are used to shoot arrows at your foes. |
Aerygatta the quiver of yew arrows (17/17, 40-55 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 39.5 - 55.3 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 17 Ranged+ +4 blight +17 cold +4 mind On Hit.r1 +4 blight On Crit.r2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 * 25% chance for lightning to strike from the target to a second target dealing 137 damage On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Betussra the Shineblur (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% lightning +18% light Res.pen +10% lightning ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% blight +12% light +30% darkness +34% lightning Max.HP +64.00 HP.reg +15.00 Heal.mod +20% ---------- misc Light +6 A suit of armour made of leather. |
balancing drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +15% ----- def ----- Resists +6% acid +8% fire +7% lightning +10% cold A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 300 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Malaruidan the Gorebender (21 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +4 Mag +4 Wil dps ---------- Res.pen +11% temporal +16% darkness +25% nature Melee Ret 6 nature ----- def ----- Armour +5 Defense +21 (+4 eff.) Resists +23% temporal +18% darkness +6% nature Def/telep +24 Res/telep +12% Dur/telep +22% ---------- misc Light +3 Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
Velema the pair of drakeskin leather boots (0 def, 13 armour)2.0 T5 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +4 (+2 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +6% blight Apr +11 ----- def ----- Armour +13 Resists +15% fire +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Infravis +3 A pair of boots made of leather. |
stone warden's drakeskin leather gloves of spellstriking (0 def, 18 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +8 Wil +11 Con dps ---------- Spell.pwr +11 (+2 eff.) Melee+ 8 arcane Dmg.mod +7% arcane ----- def ----- Armour +18 Hardiness +13% Resists +7% arcane +10% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 144.20 fire damage and 162.85 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Lisithra the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +6 Wil +19 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Defense +3 (+1 eff.) Crit.chn- 10.00% Shield.pwr +10% Mind.save +12 (+3 eff.) HP.reg +6.00 A pointy cloth hat, very wizardly... |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Yvolrathra (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Dmg.mod +9% acid +15% lightning +13% cold +15% arcane +15% fire Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% Die.at -40.00 life HP.reg +6.00 ---------- misc Mana/turn +3.00 Mana/ret +3.00 Max.mana +110.00 Max.hate +4.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Zerysarek the Jetpall (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +10 Wil dps ---------- Dmg.mod +21% darkness Res.pen +15% darkness Melee Ret 4 light 6 acid On Hit (Melee): * 26% chance to reduce damage dealt by 25% ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% nature +6% light Spell.save +9 (+3 eff.) Mind.save +15 (+4 eff.) Max.HP +110.00 Heal.mod +17% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 200.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1644 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Rotrazor the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 58% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Blazewrither [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +7 Mag +3 Con dps ---------- Spell.crit +4% Res.pen +25% light Melee Ret 6 light ----- def ----- Armour +8 ---------- misc Stam/turn +2.00 Mana/s.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 58% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Freewinman the Cornac Temporal Warden level 36
1st Decay 122nd year of Ascendancy at 17:02 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Freewinman the Cornac Temporal Warden level 35
80th Haze 122nd year of Ascendancy at 00:43 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Freewinman the Cornac Temporal Warden level 46
33rd Dusk 123rd year of Ascendancy at 06:00 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Freewinman the Cornac Temporal Warden level 39
3rd Allure 123rd year of Ascendancy at 19:40 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Freewinman the Cornac Temporal Warden level 50
16th Pyre 124th year of Ascendancy at 23:31 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Freewinman the Cornac Temporal Warden level 16
1st Dusk 122nd year of Ascendancy at 05:02 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Freewinman the Cornac Temporal Warden level 38
1st Wintertide 123rd year of Ascendancy at 06:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Freewinman the Cornac Temporal Warden level 33
76th Haze 122nd year of Ascendancy at 16:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Freewinman the Cornac Temporal Warden level 50
55th Regrowth 124th year of Ascendancy at 17:01 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Freewinman the Cornac Temporal Warden level 50
25th Pyre 124th year of Ascendancy at 06:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Freewinman the Cornac Temporal Warden level 22
60th Dusk 122nd year of Ascendancy at 15:49 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Freewinman the Cornac Temporal Warden level 30
45th Haze 122nd year of Ascendancy at 08:53 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Freewinman the Cornac Temporal Warden level 30
38th Haze 122nd year of Ascendancy at 17:19 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Freewinman the Cornac Temporal Warden level 50
11st Pyre 124th year of Ascendancy at 15:19 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Freewinman the Cornac Temporal Warden level 50
1st Regrowth 124th year of Ascendancy at 08:49 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Freewinman the Cornac Temporal Warden level 31
63rd Haze 122nd year of Ascendancy at 20:24 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Freewinman the Cornac Temporal Warden level 28
12nd Haze 122nd year of Ascendancy at 11:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Freewinman the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 21:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Freewinman the Cornac Temporal Warden level 20
40th Dusk 122nd year of Ascendancy at 03:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Freewinman the Cornac Temporal Warden level 30
38th Haze 122nd year of Ascendancy at 14:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Freewinman the Cornac Temporal Warden level 40
5th Allure 123rd year of Ascendancy at 17:46 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Freewinman the Cornac Temporal Warden level 50
17th Haze 123rd year of Ascendancy at 12:53 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Freewinman the Cornac Temporal Warden level 50
44th Regrowth 124th year of Ascendancy at 04:17 see stats
Paradoxology (Insane (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Freewinman the Cornac Temporal Warden level 28
12nd Haze 122nd year of Ascendancy at 11:21 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Freewinman the Cornac Temporal Warden level 27
8th Haze 122nd year of Ascendancy at 22:23 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Freewinman the Cornac Temporal Warden level 50
18th Haze 123rd year of Ascendancy at 08:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Freewinman the Cornac Temporal Warden level 42
24th Regrowth 123rd year of Ascendancy at 22:08 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Freewinman the Cornac Temporal Warden level 38
1st Wintertide 123rd year of Ascendancy at 14:13 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Freewinman the Cornac Temporal Warden level 50
25th Pyre 124th year of Ascendancy at 06:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Freewinman the Cornac Temporal Warden level 20
42nd Dusk 122nd year of Ascendancy at 11:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Freewinman the Cornac Temporal Warden level 11
6th Mirth 122nd year of Ascendancy at 02:35 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Freewinman the Cornac Temporal Warden level 50
55th Regrowth 124th year of Ascendancy at 23:11 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Freewinman the Cornac Temporal Warden level 50
25th Pyre 124th year of Ascendancy at 06:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Freewinman the Cornac Temporal Warden level 22
54th Dusk 122nd year of Ascendancy at 01:00 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Freewinman the Cornac Temporal Warden level 43
34th Regrowth 123rd year of Ascendancy at 09:04 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Freewinman the Cornac Temporal Warden level 22
60th Dusk 122nd year of Ascendancy at 18:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Freewinman the Cornac Temporal Warden level 16
13rd Dusk 122nd year of Ascendancy at 23:59 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Freewinman the Cornac Temporal Warden level 34
78th Haze 122nd year of Ascendancy at 14:14 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Freewinman the Cornac Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 11:40 see stats
Log
Today is the 28th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:45.
There is an item here: Islylewe the pair of dwarven-steel boots (0 def, 7 armour)
There is an item here: Elowen (0 def, 1 armour)
There is an item here: stralite quartz ring
There is an item here: searing dwarven-steel mail armour of delving (3 def, 8 armour)
There is an item here: duelist's hardened leather armour of fire resistance (14 def, 10 armour)
There is an item here: cashmere robe of alchemy (0 def, 0 armour)
There is an item here: elemental steel dagger of evisceration (10-14 power, 6 apr)
There is an item here: lifebinding yew starstaff of illumination (20-24 power, 4 apr, physical element)
There is an item here: cruel yew vilestaff (20-24 power, 4 apr, darkness element)
There is an item here: balanced stralite longsword (32-45 power, 5 apr)
Freewinman casts Blade Shear.
Freewinman warps space-time to equip: Blade of Distorted Time
Windserpent
Pouch of the Subconscious.
Freewinman warps space-time to equip: Storm Fury
Chargejam the quiver of dragonbone arrows.
Freewinman casts Blink Blade.
Freewinman warps space-time to equip: Blade of Distorted Time
Windserpent
Pouch of the Subconscious.
Freewinman warps space-time to equip: Storm Fury
Chargejam the quiver of dragonbone arrows.
Ran for 2 turns (stop reason: dialog is displayed).
You enter a zero gravity zone, beware!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You enter the swirling portal and in the blink of an eye you set foot in a strangely familiar zone, right next to a farportal...
Saving game...
Saving done.






















































































































































