Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! 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. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 1934% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 15 on the 73rd Dusk 122nd year of Ascendancy at 20:02 5 / 2Killed by Layina the giant lightning ant at level 16 on the 5th Haze 122nd year of Ascendancy at 19:16 |
Primary Stats
| Strength | 27 (base 17) |
| Dexterity | 84 (base 60) |
| Constitution | 48 (base 33) |
| Magic | 97 (base 60) |
| Willpower | 88 (base 60) |
| Cunning | 47 (base 15) |
Resources
| Life | 1283/1305 |
| Positive | 0/177 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 2.1500000000001 |
Speed
| Mental | -1.0047518372858E-11% |
| Attack | -1.0047518372858E-11% |
| Movement | +9.9920072216264E-12% |
| Spell | +10% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 68.453746038488 |
| See Invisible | 70.453746038488 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 76 |
| Crit Chance | 92% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 76 |
| Crit Chance | 97% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77.75 |
| Crit Chance | 65% |
| Speed | 0.90909090909091 |
Offense: Mind
| Mindpower | 49.466666666667 |
| Crit Chance | 48% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (40%) |
| Defense | 42.451248679496 |
| Ranged Defense | 43.78458201283 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 44.5 |
| Mental Save | 46.333333333333 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 18% |
| Knockback Resistance | 39% |
| Confusion Resistance | 90% |
| Stun Resistance | 100% |
| Pinning Resistance | 35% |
| Poison Resistance | 5% |
| Blind Resistance | 55% |
Inscriptions (4/4)
| 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 mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 236 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -970 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Stasis | 1.10 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Contingency |
| talent | Weapon Folding |
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 |
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 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glara the snow giant chieftain. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Phantom Ranger, temporal explorer. Escort: temporal explorer (level 4 of Old Forest) | 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 must explore the morass. | failed |
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. | active |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1575. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | completed |
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 killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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. * 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 | pair of hardened leather boots 'Yarozor' (0 def, 3 armour) pair of hardened leather boots 'Yarozor' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +14% temporal / +21% darkness / +9% mind Changes resistances penetration: +14% darkness / +15% temporal Physical save: +20 (+7 eff.) Blindness immunity: +5% Poison immunity: +5% Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
| Light source | YAAAA YAAAAPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% acid / +4% physical / +10% cold / +12% lightning / +10% temporal Mental save: +15 (+5 eff.) Blindness immunity: +50% Disease immunity: +10% Confusion immunity: +40% Maximum life: +67.00 Light radius: +10 See stealth: +48 See invisible: +50 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +23% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. The set is complete. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Changes damage: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +40% Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Casting speed: +10% Reduces paradox anomalies(equivalent to willpower): +25 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| On hands | Shadesting (0 def, 3 armour) Shadesting (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Physical crit. chance: +22.0% Armour: +3 Changes stats: +1 Str / +7 Dex / +4 Mag / +8 Cun Changes resistances: +6% darkness Changes damage: +7% arcane Critical mult.: +12.00% Only die when reaching: -40.00 life Spell crit. chance: +20% Mental crit. chance: +18% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 348.69 temporal and 234.43 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Uloyador the Shinevengeance Uloyador the ShinevengeanceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 light Changes stats: +5 Dex Changes resistances penetration: +25% temporal Light radius: +2 Rings can have magical properties. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 344.65 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| Around neck | Neradhema NeradhemaInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +21% lightning / +20% temporal Changes damage: +6% mind Physical save: +25 (+8 eff.) Pinning immunity: +35% Stun/Freeze immunity: +35% Knockback immunity: +39% Life regen: +1.90 Only die when reaching: -40.00 life Maximum life: +43.00 Amulets can have magical properties. |
| In main hand | Cystpunish (30-36 power, 6 apr, physical element) Cystpunish (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+5 eff.) Armour: +12 Armour Hardiness: +10% Effects on melee hit: * 30% chance to corrode armour Changes resistances penetration: +10% nature Changes damage: +3% acid / +30% physical / +12% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +11 (+4 eff.) Mana each turn: +0.33 Spellpower: +43 (+9 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt 'Kindlefear' drakeskin leather belt 'Kindlefear'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +15% fire / +6% light / +15% cold Changes resistances penetration: +20% arcane Changes damage: +9% light Reduced damage from: +35% Summoned Spell crit. chance: +7% A belt that goes around your waist. |
| In off hand | Hanesadir the Foresttyphoon (37.5-48.75 power, 9 apr) Hanesadir the Foresttyphoon (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 20 lightning / 12 nature Changes stats: +6 Con Changes resistances penetration: +10% temporal / +5% nature / +8% physical Changes damage: +12% nature Critical mult.: +13.00% Disarm immunity: +18% Sharp, short and deadly. |
| Cloak | Cuthudravon the elven-silk cloak (3 def, 0 armour) Cuthudravon the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +2 Mag / +7 Wil / +4 Cun Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +15% temporal Changes damage: +3% arcane / +6% temporal Spell save: +7 (+2 eff.) Maximum mana: +74.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. The set is complete. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.4 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
heroism infusion of the wizard (+20 for 10 turns, die at -826) heroism infusion of the wizard (+20 for 10 turns, die at -826)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -826 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (825% speed; 5 turns) movement infusion of the duelist (825% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 825% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 29%; cure magical, physical) wild infusion of the warrior (resist 29%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 141) teleportation rune of the duelist (range 141)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 141 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Nightfury the stralite amulet Nightfury the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +8 Str / +6 Dex / +7 Mag / +6 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +5% temporal Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Amulets can have magical properties. |
Zanuravor the voratun amulet Zanuravor the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 blight Changes stats: +1 Mag / +7 Wil / +2 Con Changes resistances: +17% light / +25% darkness Talent masteries: +0.38 Chronomancy / Chronomancy +0.38 Corruption / Hexes Physical save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +38% Confusion immunity: +25% Mindpower: +11 (+4 eff.) Amulets can have magical properties. |
gold amulet 'Glerada' gold amulet 'Glerada'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Dex / +3 Wil / +2 Cun Changes resistances penetration: +5% mind Mental save: +9 (+3 eff.) Confusion immunity: +16% Equilibrium when hit: +0.12 Maximum hate: +2.00 Mindpower: +7 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aeredherin AeredherinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +1 Con Reduces incoming crit damage: 10.00% Mental save: +8 (+3 eff.) Confusion immunity: +25% Light radius: +3 Rings can have magical properties. |
Emeluriana the gold ring Emeluriana the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +6 (+2 eff.) Changes stats: +1 Dex Changes resistances penetration: +15% arcane Stun/Freeze immunity: +38% Life regen: +2.30 Rings can have magical properties. |
Skysteel SkysteelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +12% temporal Changes resistances penetration: +10% lightning / +5% temporal Stun/Freeze immunity: +38% Life regen: +2.40 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.19 cold and 33.40 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
curse curseInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to cause random gloom * 45% chance to inflict damage reduction Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 8 acid / 12 darkness Changes stats: +8 Cun Changes resistances: +28% lightning / +6% fire Changes resistances penetration: +5% acid / +15% darkness Changes damage: +14% lightning / +3% acid Maximum encumbrance: +40 Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +14.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
gold ring 'Chalavor' gold ring 'Chalavor'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Str / +2 Dex / +4 Wil Reduces incoming crit damage: 5.00% Physical save: +25 (+8 eff.) Mental save: +8 (+3 eff.) Rings can have magical properties. |
gold ring 'Murkwreck' gold ring 'Murkwreck'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +12 Con Changes resistances: +3% nature Changes resistances penetration: +15% mind Changes damage: +3% mind Spell save: +25 (+8 eff.) Maximum stamina: +36.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Emorin' voratun ring 'Emorin'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +18 (+6 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Cun / +5 Con Changes resistances: +40% cold Changes resistances penetration: +5% physical Changes damage: +20% cold / +6% physical / +8% all Critical mult.: +9.00% Spell save: +19 (+6 eff.) Maximum life: +10.00 Maximum stamina: +40.00 Spellpower: +13 (+3 eff.) Mindpower: +17 (+6 eff.) Rings can have magical properties. |
Bregoromihor the Rootbane (43.5-56.55 power, 9 apr) Bregoromihor the Rootbane (43.5-56.55 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 43.5 - 56.6 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 22% chance to cause random gloom Damage (Melee): +20 mind Burst (radius 2) on crit: +12 nature / +4 fire When wielded/worn: Damage when hit (Melee): 8 nature / 16 fire Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +8% fire Global speed: +2% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Charvile' (0 def, 5 armour) pair of drakeskin leather boots 'Charvile' (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight / 4 arcane / 8 lightning Changes stats: +10 Mag Changes resistances: +12% fire Changes resistances penetration: +15% fire Changes damage: +8% acid / +10% blight Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Disease immunity: +40% Silence immunity: +50% Confusion immunity: +40% Stun/Freeze immunity: +43% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spellpower: +9 (+2 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Strikerace' (0 def, 15 armour) pair of drakeskin leather boots 'Strikerace' (0 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +6 Wil / +6 Cun / +12 Con Changes resistances penetration: +25% lightning / +8% physical Changes damage: +9% mind / +15% temporal Physical save: +23 (+8 eff.) Mental save: +25 (+8 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of voratun boots 'Puredash' (10 def, 5 armour) pair of voratun boots 'Puredash' (10 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +8 Str / +5 Wil / +12 Con Changes resistances: +3% lightning / +6% temporal Changes resistances penetration: +5% acid / +8% physical Changes damage: +9% acid / +8% physical / +18% nature Mindpower: +8 (+3 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ravenwreck (0 def, 3 armour) Ravenwreck (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 16 physical Changes stats: +10 Str / +7 Dex Changes resistances: +5% acid / +8% fire / +9% lightning / +8% cold Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 A cap made of leather. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% fire / +7% cold Allows you to breathe in: water A cap made of leather. |
Hathalegen the quiver of dragonbone arrows (53/53, 63.5-88.9 power, 20 apr) Hathalegen the quiver of dragonbone arrows (53/53, 63.5-88.9 power, 20 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 63.5 - 88.9 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +7.0% Capacity: 53 Burst (radius 1) on hit: +4 blight / +4 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
1104 alchemist agate 1104 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adywe the voratun pickaxe (dig speed 11 turns) Adywe the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Changes stats: +2 Cun / +3 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Critical mult.: +35.00% Physical save: +9 (+3 eff.) Cut immunity: +25% Mana when firing critical spell: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ividann IvidannInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes stats: +9 Cun / +4 Con Changes resistances: +15% blight Changes resistances penetration: +11% all Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +15% Teleport immunity: +10% Life regen: +3.20 Light radius: -5 Infravision radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mayaba the brass lantern Mayaba the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Mental save: +25 (+8 eff.) Blindness immunity: +25% Confusion immunity: +12% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Light radius: +6 See stealth: +7 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
74 alchemist bloodstone 74 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal 16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 699.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lighttrail the dwarven-steel torque of charged psionic shield [power 91] (20 cooldown) Lighttrail the dwarven-steel torque of charged psionic shield [power 91] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +3 Cun Changes resistances: +6% light Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Light radius: +3 See invisible: +6 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Eclipsewisp [power 61] (20 cooldown) Eclipsewisp [power 61] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +9% nature / +6% cold Changes resistances penetration: +10% darkness Talent granted: +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 61 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Phantom Ranger the Shalore Temporal Warden level 34
7th Pyre 123rd year of Ascendancy at 07:32 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Phantom Ranger the Shalore Temporal Warden level 29
58th Regrowth 123rd year of Ascendancy at 01:28 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Phantom Ranger the Shalore Temporal Warden level 34
5th Pyre 123rd year of Ascendancy at 14:16 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Phantom Ranger the Shalore Temporal Warden level 30
65th Regrowth 123rd year of Ascendancy at 23:35 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Phantom Ranger the Shalore Temporal Warden level 39
72nd Pyre 123rd year of Ascendancy at 20:40 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Phantom Ranger the Shalore Temporal Warden level 40
78th Pyre 123rd year of Ascendancy at 14:47 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Phantom Ranger the Shalore Temporal Warden level 50
77th Haze 123rd year of Ascendancy at 09:50 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Phantom Ranger the Shalore Temporal Warden level 48
53rd Dusk 123rd year of Ascendancy at 16:39 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Phantom Ranger the Shalore Temporal Warden level 37
64th Pyre 123rd year of Ascendancy at 11:23 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Phantom Ranger the Shalore Temporal Warden level 35
35th Pyre 123rd year of Ascendancy at 07:31 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Phantom Ranger the Shalore Temporal Warden level 8
24th Dusk 122nd year of Ascendancy at 21:28 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Phantom Ranger the Shalore Temporal Warden level 36
60th Pyre 123rd year of Ascendancy at 16:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Phantom Ranger the Shalore Temporal Warden level 38
70th Pyre 123rd year of Ascendancy at 00:05 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Phantom Ranger the Shalore Temporal Warden level 25
8th Regrowth 123rd year of Ascendancy at 04:26 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Phantom Ranger the Shalore Temporal Warden level 50
71st Regrowth 124th year of Ascendancy at 16:18 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Phantom Ranger the Shalore Temporal Warden level 20
21st Haze 122nd year of Ascendancy at 06:38 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Phantom Ranger the Shalore Temporal Warden level 26
16th Regrowth 123rd year of Ascendancy at 10:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Phantom Ranger the Shalore Temporal Warden level 29
64th Regrowth 123rd year of Ascendancy at 18:01 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Phantom Ranger the Shalore Temporal Warden level 50
45th Regrowth 124th year of Ascendancy at 06:00 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 Phantom Ranger the Shalore Temporal Warden level 29
58th Regrowth 123rd year of Ascendancy at 01:53 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Phantom Ranger the Shalore Temporal Warden level 42
79th Pyre 123rd year of Ascendancy at 03:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Phantom Ranger the Shalore Temporal Warden level 10
47th Dusk 122nd year of Ascendancy at 08:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Phantom Ranger the Shalore Temporal Warden level 20
20th Haze 122nd year of Ascendancy at 16:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Phantom Ranger the Shalore Temporal Warden level 30
65th Regrowth 123rd year of Ascendancy at 01:15 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Phantom Ranger the Shalore Temporal Warden level 40
76th Pyre 123rd year of Ascendancy at 04:46 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Phantom Ranger the Shalore Temporal Warden level 50
65th Dusk 123rd year of Ascendancy at 14:25 see stats
Now, this is impressive! (Insane (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Phantom Ranger the Shalore Temporal Warden level 50
80th Regrowth 124th year of Ascendancy at 16:50 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Phantom Ranger the Shalore Temporal Warden level 50
43rd Regrowth 124th year of Ascendancy at 13:17 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Phantom Ranger the Shalore Temporal Warden level 50
2nd Regrowth 124th year of Ascendancy at 22:42 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Phantom Ranger the Shalore Temporal Warden level 24
74th Haze 122nd year of Ascendancy at 03:58 see stats
Self-killer (Insane (Adventure) difficulty)
Killed your future self.By Phantom Ranger the Shalore Temporal Warden level 25
8th Regrowth 123rd year of Ascendancy at 19:27 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Phantom Ranger the Shalore Temporal Warden level 36
60th Pyre 123rd year of Ascendancy at 09:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Phantom Ranger the Shalore Temporal Warden level 42
79th Pyre 123rd year of Ascendancy at 15:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Phantom Ranger the Shalore Temporal Warden level 35
36th Pyre 123rd year of Ascendancy at 23:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Phantom Ranger the Shalore Temporal Warden level 37
60th Pyre 123rd year of Ascendancy at 17:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Phantom Ranger the Shalore Temporal Warden level 50
71st Regrowth 124th year of Ascendancy at 16:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Phantom Ranger the Shalore Temporal Warden level 7
17th Dusk 122nd year of Ascendancy at 02:39 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Phantom Ranger the Shalore Temporal Warden level 29
58th Regrowth 123rd year of Ascendancy at 01:28 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Phantom Ranger the Shalore Temporal Warden level 50
71st Regrowth 124th year of Ascendancy at 16:18 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Phantom Ranger the Shalore Temporal Warden level 50
1st Time of Balance 124th year of Ascendancy at 07:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Phantom Ranger the Shalore Temporal Warden level 6
3rd Flare 122nd year of Ascendancy at 01:34 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Phantom Ranger the Shalore Temporal Warden level 50
77th Haze 123rd year of Ascendancy at 07:51 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Phantom Ranger the Shalore Temporal Warden level 43
4th Flare 123rd year of Ascendancy at 16:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Phantom Ranger the Shalore Temporal Warden level 25
8th Regrowth 123rd year of Ascendancy at 17:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Phantom Ranger the Shalore Temporal Warden level 16
6th Haze 122nd year of Ascendancy at 23:32 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Phantom Ranger the Shalore Temporal Warden level 33
4th Pyre 123rd year of Ascendancy at 18:10 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Phantom Ranger casts Arrow Echoes.
Phantom Ranger casts Arrow Echoes.
Phantom Ranger casts Dimensional Step.
Phantom Ranger's space-time folding fizzles!
Resting starts...
Phantom Ranger retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Dimensional Step is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Phantom Ranger casts Dimensional Step.
Phantom Ranger's space-time folding fizzles!
Resting starts...
Phantom Ranger retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Dimensional Step is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Phantom Ranger switches her weapons to: Cystpunish
Hanesadir the Foresttyphoon.
Phantom Ranger deactivates Contingency.
Phantom Ranger deactivates Weapon Folding.
Phantom Ranger deactivates Chant of Fortress.
