










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. 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:
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 2646% |
Size | medium |
Lifes / Deaths | Killed by Ilmin the krog at level 21 on the 4th Pyre 123rd year of Ascendancy at 00:51 4 / 3Killed by Urkis, the High Tempest at level 29 on the 51st Dusk 123rd year of Ascendancy at 14:03 Killed by minotaur at level 50 on the 64th Pyre 125th year of Ascendancy at 22:43 |
Primary Stats
Strength | 40 (base 20) |
Dexterity | 51 (base 26) |
Constitution | 44 (base 13) |
Magic | 135 (base 60) |
Willpower | 104 (base 60) |
Cunning | 90 (base 53) |
Resources
Life | 835/835 |
Mana | 673/673 |
Positive | 227/227 |
Healing Factor | 1.2455007465519 |
Regeneration | 0.31137518663798 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +63.75965887975% |
Spell | 0% |
Global | +120.03998628326% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Stealth | 23.035067971514 |
See Invisible | 53.537651570225 |
Offense: Mainhand
Damage | 106 |
Accuracy | 51 |
Crit Chance | 52% |
APR | 87 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 81% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Arcane | +82% |
Cold | +98% |
All | +7% |
Lightning | +155% |
Temporal | +44% |
Physical | +17% |
Mind | +19% |
Fire | +77% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +123% |
Fire | +55% |
Arcane | +55% |
Cold | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 35.540954807557 (48.304188961773%) |
Defense | 80 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 71 |
Mental Save | 49 |
Defense: Resistances
Acid | + 49%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 49%( 70%) |
All | + 26%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 49%( 70%) |
Mind | + 39%( 70%) |
Fire | + 49%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Pinning Resistance | 100% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 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 1340 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1247% for 10 turns (230 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 214 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 Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Chant of Resistance |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Disruption Shield |
talent | Shielding |
talent | Essence of Speed |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2765. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Dmg.mod +6% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Max.HP +57.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% lightning +15% nature ----- def ----- Defense +2 (+0 eff.) Resists +15% lightning +22% nature +9% mind Crit.chn- 15.00% ---------- misc Equi/ret +1.10 Psi/ret +0.90 Hate/ret +1.40 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% mind +21% cold On Hit (Melee): * 24% chance to reduce all saves and defense by 33 ----- def ----- Resists +9% mind Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 30% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning +15% arcane +27% acid Melee Ret 4 arcane ----- def ----- Crit.chn- 15.00% Max.HP +43.00 Disarm- +46% Pinning- +42% Knockbk- +47% ---------- misc Infravis +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +31% temporal Acc +15 (+5 eff.) Apr +12 Melee Ret 2 cold ----- def ----- Defense +14 (+3 eff.) Resists +31% temporal 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 Puts all charms on 1 cooldown "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? |
Around waist | ![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In main hand | ![]() 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." |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Con ----- def ----- Defense +11 (+2 eff.) Resists +5% arcane Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Cut- +20% ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +10 Mag +5 Wil +13 Cun +10 Con dps ---------- Mov.spd +15% Dmg.mod +30% lightning +10% fire +10% cold ----- def ----- Ignore.dmg +8% Affinity +20% lightning ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 864% for 10 turns (160 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1970% for 10 turns (364 total) and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee Ret 6 cold ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.18 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +17 (+4 eff.) Dmg.mod +7% temporal +7% light +12% blight +15% fire +7% physical +8% darkness Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +13% light +6% fire Melee Ret 4 physical ----- def ----- Defense +25 (+5 eff.) Resists +26% light +15% blight Phys.save +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue -6% Resists +15% acid +15% fire +10% lightning +15% cold ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Resists +16% acid +13% fire +16% lightning +15% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) Max.HP +47.00 HP.reg +11.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 7.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 530.77 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +35% nature +12% fire Res.pen +25% nature +5% cold Melee Ret 6 cold ----- def ----- Resists +40% nature Max.HP +100.00 HP.reg +14.00 Heal.mod +20% Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 155 temporal damage and slows enemies in radius 6 of the target by 165% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 darkness +8 mind Against +17% Living On Hit: * 25% chance to slow global speed by 61% * 25% chance to reduce all saves and defense by 33 While equipped: Stats +7 Dex +15 Wil +14 Con dps ---------- Phys.spd +10% Dmg.mod +9% light +3% mind Acc +25 (+9 eff.) ----- def ----- Max.HP +110.00 Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +4 mind +8 darkness On Hit.r1 +4 darkness On Crit.r2 +8 cold While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +8.0% Dmg.mod +6% mind +6% cold Res.pen +10% darkness +64% physical Acc +20 (+7 eff.) Melee Ret 10 darkness ----- def ----- Resists +9% mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +100% While equipped: Stats +9 Dex dps ---------- Phys.crit +23.0% Res.pen +52% physical Acc +17 (+6 eff.) ----- def ----- Armour +8 Phys.save +12 (+6 eff.) Die.at -60.00 life ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 55.5 - 66.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +11 Crit +25.0% Capacity 23 Proj.spd +200% Ranged+ +28 physical +20 nature On Crit.r2 +12 nature On Hit: * 20% chance to slow global speed by 61% * 20% chance to knock the target back 3 spaces and deal 221 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Master Power 65.5 - 78.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +36.0% Capacity 18 Ranged+ +8 lightning On Hit.r1 +24 darkness +20 fire On Crit.r2 +8 fire On Hit: * 10% chance to reduce damage dealt by 27% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Wards +4 lightning +5 temporal +4 darkness +3 fire +4 nature +5 blight +6 cold +7 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +13% acid +5% physical +7% fire +14% cold ----- def ----- Resists +14% acid +15% physical +12% darkness +12% cold +13% fire +13% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+3 eff.) Mind.save +21 (+7 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +7 (+2 eff.) Dmg.mod +12% acid +20% temporal +6% fire +17% cold +11% arcane +13% physical ----- def ----- Resists +14% acid +14% physical +11% fire +14% cold +13% all ---------- misc Max.mana +39.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +10 Mag +3 Wil dps ---------- Spell.crit +19% Spell.pwr +34 (+7 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +30% temporal +9% mind +18% physical Res.pen +14% temporal +6% physical ----- def ----- Armour +6 Resists +15% all Spell.save +28 (+7 eff.) Mind.save +6 (+2 eff.) Anom.red +16 ---------- misc Stam/turn +2.00 Mana/turn +0.30 Max.mana +88.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +16 Str +14 Dex +7 Mag +7 Wil +9 Cun dps ---------- Crit.mult +10.00% Mind.pwr +12 (+4 eff.) Dmg.mod +9% cold Melee Ret 8 cold ----- def ----- Armour +7 Defense +19 (+4 eff.) Fatigue +8% Resists +12% acid +15% physical +14% fire +13% lightning +17% cold Phys.save +17 (+9 eff.) Mind.save +3 (+1 eff.) Max.HP +58.00 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +9 Con dps ---------- Crit.mult +5.00% Res.pen +15% nature Phasing +10% Melee Ret 8 blight ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +25% Resists +7% physical -20% light +13% fire +8% mind +12% darkness Phys.save +26 (+13 eff.) Spell.save +9 (+2 eff.) Mind.save +29 (+10 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +7% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +7 Dex +5 Wil dps ---------- Res.pen +15% nature ----- def ----- Spell.save +18 (+5 eff.) Max.HP +52.00 HP.reg +4.00 Blind- +20% Silence- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +4 Cun +1 Con dps ---------- Res.pen +15% mind ----- def ----- Armour +10 Defense +12 (+2 eff.) Resists +10% acid +15% temporal +10% cold +8% fire +24% lightning Phys.save +23 (+12 eff.) Mind.save +9 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +17.0% Mind.crit +10% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal +9% darkness +6% fire Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +13 Defense +12 (+2 eff.) Resists +15% light +20% blight +30% cold +20% nature +27% fire Stealth +15 HP.reg +7.00 Heal.mod +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Con dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Dmg.mod +6% arcane Acc +29 (+10 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Phys.save +17 (+9 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life Max.HP +188.00 ---------- misc Max.mana +80.00 Max.stam +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 Silence- +24% Confus- +20% Stun/Frz- +28% Disengage: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: ----- def ----- Armour +9 Fatigue +2% Resists +3% darkness +1% physical Silence- +21% Confus- +22% Stun/Frz- +20% ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+4 eff.) Mov.spd +10% Dmg.mod +3% mind +12% blight Res.pen +10% fire Apr +24 Melee Ret 4 fire On Hit (Melee): * 21% chance to reduce all saves and defense by 33 ----- def ----- Armour +5 Fatigue -4% Resists +9% fire Max.HP +60.00 ---------- misc Stam/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +4% arcane Apr +3 Melee Ret 2 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 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. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 cold Dmg.mod +4% cold Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +6% cold 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. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +1 Con dps ---------- Phys.crit +16.0% Spell.crit +8% Mind.crit +14% Crit.mult +12.00% Melee+ 15 fire Dmg.mod +9% fire ----- def ----- Armour +8 Resists +9% acid +14% fire +5% arcane +6% blight Mind.save +10 (+3 eff.) Max.HP +61.00 ---------- misc Infravis +3 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. |
![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Con dps ---------- Phys.crit +20.0% Spell.crit +17% Mind.crit +14% Crit.mult +13.00% Res.pen +25% darkness ----- def ----- Armour +3 Resists +12% fire +5% arcane +6% temporal HP.reg +7.00 Disarm- +33% ---------- misc Stam/turn +1.40 Max.stam +31.00 Masteries +0.20 Technique/Grappling 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +12 Dex +9 Cun dps ---------- Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness ---------- misc Mana/turn +0.70 Mana/ret +0.70 Max.mana +48.00 Manaflow: Puts all charms on 40 cooldown Level 3.5 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 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +5% arcane +6% cold Mind.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Wil +4 Cun +6 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +5% arcane Phys.save +11 (+6 eff.) Mind.save +29 (+10 eff.) ---------- misc Stam/ret +2.50 Equi/ret +2.70 Psi/ret +0.12 Battle Cry: Puts all charms on 28 cooldown Level 3.5 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 6, lowering their Defense by 24 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 cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +17 Wil dps ---------- Phys.pwr +27 (+9 eff.) Dmg.mod +12% lightning Acc +10 (+4 eff.) ----- def ----- Armour +12 Defense +23 (+5 eff.) Fatigue +5% Resists +15% blight +15% physical +15% lightning +7% all Phys.save +27 (+14 eff.) Mind.save +13 (+4 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 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. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 195.81 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% darkness +12% arcane Res.pen +5% mind +5% darkness Melee Ret 8 mind 28 fire ----- def ----- Defense +11 (+2 eff.) Resists +10% light +9% fire Affinity +5% darkness Phys.save +18 (+9 eff.) Spell.save +18 (+5 eff.) Mind.save +26 (+9 eff.) ---------- misc Equi/ret +0.08 Light +5 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 5.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 273.33 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Res.pen +11% all Apr +11 ----- def ----- Resists +13% blight +11% darkness ---------- misc Light +7 Infravis +4 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 44 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 7.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd 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 5, doing 106.33 cold damage and 62.83 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 7.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 112.98 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 902.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 800 Base Damage: 380 Armor: 22 All Resist: 0 Puts all charms on 37 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 61% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 190 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
By Celstia the Shalore Archmage level 35
8th Flare 124th year of Ascendancy at 22:06 see stats
By Celstia the Shalore Archmage level 48
9th Allure 125th year of Ascendancy at 11:47 see stats
By Celstia the Shalore Archmage level 35
6th Flare 124th year of Ascendancy at 16:08 see stats
By Celstia the Shalore Archmage level 31
12nd Pyre 124th year of Ascendancy at 17:15 see stats
By Celstia the Shalore Archmage level 39
69th Dusk 124th year of Ascendancy at 12:24 see stats
By Celstia the Shalore Archmage level 41
21st Haze 124th year of Ascendancy at 11:30 see stats
By Celstia the Shalore Archmage level 50
35th Pyre 125th year of Ascendancy at 03:01 see stats
By Celstia the Shalore Archmage level 38
64th Dusk 124th year of Ascendancy at 07:24 see stats
By Celstia the Shalore Archmage level 50
48th Regrowth 125th year of Ascendancy at 14:12 see stats
By Celstia the Shalore Archmage level 45
66th Haze 124th year of Ascendancy at 01:35 see stats
By Celstia the Shalore Archmage level 21
10th Pyre 123rd year of Ascendancy at 00:37 see stats
By Celstia the Shalore Archmage level 47
5th Allure 125th year of Ascendancy at 16:50 see stats
By Celstia the Shalore Archmage level 40
18th Haze 124th year of Ascendancy at 16:28 see stats
By Celstia the Shalore Archmage level 37
50th Dusk 124th year of Ascendancy at 12:51 see stats
By Celstia the Shalore Archmage level 36
49th Dusk 124th year of Ascendancy at 04:20 see stats
By Celstia the Shalore Archmage level 28
51st Dusk 123rd year of Ascendancy at 11:38 see stats
By Celstia the Shalore Archmage level 50
5th Dusk 125th year of Ascendancy at 07:53 see stats
By Celstia the Shalore Archmage level 18
64th Haze 122nd year of Ascendancy at 11:13 see stats
By Celstia the Shalore Archmage level 29
59th Dusk 123rd year of Ascendancy at 08:46 see stats
By Celstia the Shalore Archmage level 29
9th Regrowth 124th year of Ascendancy at 17:32 see stats
By Celstia the Shalore Archmage level 50
10th Mirth 125th year of Ascendancy at 08:19 see stats
By Celstia the Shalore Archmage level 40
18th Haze 124th year of Ascendancy at 19:06 see stats
By Celstia the Shalore Archmage level 50
69th Pyre 125th year of Ascendancy at 02:34 see stats
By Celstia the Shalore Archmage level 29
3rd Allure 124th year of Ascendancy at 14:07 see stats
By Celstia the Shalore Archmage level 43
22nd Haze 124th year of Ascendancy at 01:52 see stats
By Celstia the Shalore Archmage level 10
8th Flare 122nd year of Ascendancy at 03:25 see stats
By Celstia the Shalore Archmage level 20
69th Haze 122nd year of Ascendancy at 04:22 see stats
By Celstia the Shalore Archmage level 30
16th Regrowth 124th year of Ascendancy at 08:06 see stats
By Celstia the Shalore Archmage level 40
17th Haze 124th year of Ascendancy at 12:15 see stats
By Celstia the Shalore Archmage level 50
20th Regrowth 125th year of Ascendancy at 20:21 see stats
By Celstia the Shalore Archmage level 50
59th Regrowth 125th year of Ascendancy at 02:05 see stats
By Celstia the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:51 see stats
By Celstia the Shalore Archmage level 50
63rd Pyre 125th year of Ascendancy at 00:05 see stats
By Celstia the Shalore Archmage level 20
8th Decay 122nd year of Ascendancy at 18:04 see stats
By Celstia the Shalore Archmage level 50
33rd Regrowth 125th year of Ascendancy at 16:18 see stats
By Celstia the Shalore Archmage level 28
48th Dusk 123rd year of Ascendancy at 18:09 see stats
By Celstia the Shalore Archmage level 43
60th Haze 124th year of Ascendancy at 20:42 see stats
By Celstia the Shalore Archmage level 27
46th Dusk 123rd year of Ascendancy at 18:51 see stats
By Celstia the Shalore Archmage level 37
50th Dusk 124th year of Ascendancy at 23:11 see stats
By Celstia the Shalore Archmage level 50
5th Dusk 125th year of Ascendancy at 07:51 see stats
By Celstia the Shalore Archmage level 8
2nd Summertide 122nd year of Ascendancy at 06:38 see stats
By Celstia the Shalore Archmage level 50
21st Regrowth 125th year of Ascendancy at 21:45 see stats
By Celstia the Shalore Archmage level 29
10th Regrowth 124th year of Ascendancy at 20:41 see stats
By Celstia the Shalore Archmage level 46
1st Wintertide 125th year of Ascendancy at 15:26 see stats
By Celstia the Shalore Archmage level 29
10th Regrowth 124th year of Ascendancy at 13:17 see stats
By Celstia the Shalore Archmage level 27
46th Dusk 123rd year of Ascendancy at 18:39 see stats
By Celstia the Shalore Archmage level 20
66th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Celstia the Shalore Archmage level 34
5th Flare 124th year of Ascendancy at 22:14 see stats
Log
You gain 0.30 gold from the transmogrification of shatter afflictions rune (absorb 168; cd 14).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
--------------------------------
Today is the 52nd Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
--------------------------------
Today is the 53rd Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:16.
Today is the 54th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:36.
Today is the 55th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Today is the 56th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
--------------------------------
Today is the 57th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 58th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:20.
Today is the 59th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 60th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 61st Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Today is the 62nd Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
There is a Way to a strange portal here (press '' or right click to use).
--------------------------------
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
--------------------------------
Saving done.
The furious lightning storm around Celstia calms down and disappears.