











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality 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. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 2965% |
Size | medium |
Lifes / Deaths | Killed by Ahorron at level 17 on the 71st Dusk 122nd year of Ascendancy at 21:20 1 / 6Killed by Emelada the elder vampire at level 28 on the 14th Pyre 123rd year of Ascendancy at 14:27 Killed by Atamathon the Giant Golem at level 50 on the 71st Regrowth 124th year of Ascendancy at 03:10 Killed by Atamathon the Giant Golem at level 50 on the 71st Regrowth 124th year of Ascendancy at 04:39 Killed by Atamathon the Giant Golem at level 50 on the 71st Regrowth 124th year of Ascendancy at 06:26 Killed by Elyriawe the elven guard at level 50 on the 43rd Pyre 124th year of Ascendancy at 21:03 |
Primary Stats
Strength | 54 (base 23) |
Dexterity | 16 (base 11) |
Constitution | 31 (base 12) |
Magic | 99 (base 65) |
Willpower | 95 (base 65) |
Cunning | 82 (base 60) |
Resources
Life | 1112/1112 |
Mana | 734/734 |
Paradox | 300 |
Positive | 0/197 |
Healing Factor | 1.1567164179104 |
Regeneration | 0.2891791044776 |
Speed
Mental | +11.99999999996% |
Attack | +11.99999999996% |
Movement | +43.729022714359% |
Spell | +21.99999999996% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 41.444544830989 |
See Invisible | 51.444544830989 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 93 |
Accuracy | 28 |
Crit Chance | 42% |
APR | 11 |
Speed | 0.89 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 62% |
Speed | 0.81967213114781 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 42% |
Speed | 0.89285714285746 |
Offense: Damage Bonus
Lightning | +28% |
Physical | +83% |
Temporal | +134% |
Fire | +28% |
Arcane | +39% |
Cold | +28% |
All | +24% |
Offense: Damage Penetration
Physical | +20% |
Arcane | +10% |
Temporal | +50% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.4721000074 (50%) |
Defense | 54 |
Ranged Defense | 56 |
Fatigue | 12 |
Physical Save | 40 |
Spell Save | 58 |
Mental Save | 55 |
Defense: Resistances
Lightning | + 21%( 70%) |
Physical | + 41%( 70%) |
Temporal | + 73%( 80%) |
Blight | + 21%( 70%) |
Arcane | + 28%( 70%) |
Acid | + 24%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 57% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 553 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% 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 Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.40 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Timeline Threading | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Timetravel | 1.70 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.40 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 0.90 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Extension |
talent | Energy Decomposition |
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Premonition |
talent | Contingency |
talent | Empower |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Ahorron. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | 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 +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | 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 talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1379. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 brawn. 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 |
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 within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 Maj'Eyal 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 to join the slavers and take part in their game. You won the ring of blood! You 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 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +12% lightning +5% arcane +12% blight Spell.save +6 (+2 eff.) Mind.save +12 (+4 eff.) Max.HP +80.00 Blind- +10% Silence- +20% Confus- +15% Stun/Frz- +15% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. The set is complete. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) Spell.spd +10% Dmg.mod +10% physical +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +10% physical +10% temporal Anom.red +25 Confus- +40% ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
Tool | ![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 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 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 309.73 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. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 509.08 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). Uses 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 waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 347, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. The set is complete. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.7 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd 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. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.4 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd 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. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 126.88 physical damage and 171.95 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -706 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -891 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (82% of a turn) Is a spell Description: Inflicts 1240.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (82% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% fire ----- def ----- Resists +9% mind Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Poison- +15% Silence- +35% Confus- +25% Pinning- +30% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 1001.01 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +6 Mag dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) S.pwr/crit +2 Dmg.mod +7% acid +6% blight +8% fire +8% lightning +8% cold Res.pen +25% light Phasing +10% ----- def ----- Armour +8 Defense +12 (+4 eff.) Res.Cap +6% all Phys.save +27 (+9 eff.) Spell.save +20 (+5 eff.) Teleport- +50% ---------- misc Mana/turn +0.08 Masteries +0.37 Chronomancy/Matter Teleport you randomly (rad 65) Puts all charms on 15 cooldown Amulets can have magical properties. |
![]() 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 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Melee+ 45 light Ranged+ 41 light Res.pen +5% physical On Hit (Melee): * 35% chance to blind On Hit (Ranged): * 35% chance to blind ----- def ----- Armour +2 Fatigue -4% Resists +28% acid +30% fire +25% lightning +30% cold Phys.save +3 (+1 eff.) Mind.save +18 (+5 eff.) Die.at -99.00 life HP.reg +0.20 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +20% lightning +3% acid Res.pen +25% acid Melee Ret 12 arcane ----- def ----- Resists +40% lightning +13% blight +15% acid +5% arcane +15% nature Spell.save +19 (+5 eff.) Max.HP +100.00 HP.reg +1.70 Heal.mod +30% Poison- +30% Disease- +30% ---------- misc Max.stam +40.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Max.HP +66.00 HP.reg +2.00 Heal.mod +29% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +18 Mag +1 Wil +9 Cun +2 Con dps ---------- Spell.pwr +20 (+4 eff.) Acc +14 (+7 eff.) ----- def ----- Spell.save +16 (+4 eff.) Die.at -60.00 life HP.reg +0.20 Rings can have magical properties. |
![]() 3.0 T1 battleaxe 2H weapon [Ego++] Arcane/Master Power 105% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit: 10% Epidemic 1 On Hit: * 12% chance to disease While equipped: dps ---------- Dmg.mod +10% physical Res.pen +10% physical Apr +10 ----- def ----- Disease- +21% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 35% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Phys.crit +19.0% Res.pen +20% lightning Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego++] Master Power 114% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +17.00% Res.pen +10% physical Acc +10 (+5 eff.) Apr +20 Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 160% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 28% chance to daze at end of turn While equipped: Stats +2 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Res.pen +10% lightning Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 134% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing While equipped: Stats +4 Con dps ---------- Phys.crit +11.0% Phys.pwr +22 (+7 eff.) Res.pen +5% physical ----- def ----- Disarm- +20% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master/Psionic Power 177% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 darkness Against +26% Living While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% Apr +17 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature +26 temporal While equipped: dps ---------- Res.pen +19% physical Acc +19 (+10 eff.) Apr +17 Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+9 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +10 ice On Hit: * 49 arcane resource burn * 49% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +15% acid +7% cold +30% nature Melee Ret 12 acid ----- def ----- Armour +6 Resists +9% light +9% fire Spell.save +12 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego+] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master/Psionic Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +11% physical +11% mind +9% darkness Acc +11 (+6 eff.) Apr +9 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 157% Range: 1.4x Uses 100% Str Dmg Arcane Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Hit: * 20% chance to torment the target On Crit: * cripple the target While equipped: Stats +1 Cun dps ---------- Phys.crit +15.0% Dmg.mod +6% arcane Res.pen +15% mind +15% darkness ----- def ----- Resists +6% arcane Heal/summ +20 ---------- misc Equi/ret +0.28 Telepathy Demon/Minor Demon/Major Blunt and deadly. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc 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." |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane/Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +35.00% Spell.pwr +21 (+4 eff.) Melee+ 30 fire Dmg.mod +25% fire On Hit (Melee): * 14% chance to blind ----- def ----- Defense +13 (+4 eff.) ---------- misc Light +4 See.Invis +16 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 151.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +5 Wil dps ---------- Mind.pwr +13 (+5 eff.) Ranged+ 21 manaburn arcane ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 111% Range +7 Proj.spd +800% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 trident 2H weapon [Ego++] Nature/Psionic Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 100% On Crit.r2 +16 fire On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- All.spd +4% Res.pen +12% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Arcane Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +14 fire On Hit: * 49% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: Stats +2 Mag dps ---------- Res.pen +15% mind +11% physical Acc +11 (+6 eff.) Apr +11 Melee Ret 16 arcane ----- def ----- Crit.dmg- 5.00% ---------- misc Telepathy Dragon One-handed war axes. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 175.08 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) 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 cloak armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +2 (+0 eff.) Resists +16% nature +16% blight HP.reg +2.00 Heal.mod +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+5 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +5 Wil +4 Cun dps ---------- Spell.crit +5% ----- def ----- Armour +5 Fatigue +5% ---------- misc Mana/turn +0.60 Max.mana +37.00 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 136% 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. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Armour +5 Fatigue +5% Spell.save +8 (+2 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Defense +13 (+4 eff.) Fatigue +1% Phys.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.pwr +16 (+5 eff.) Dmg.mod +12% physical Res.pen +20% light Acc +6 (+3 eff.) ----- def ----- Armour +1 Resists +4% physical Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +40.00 Disarm- +26% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Melee+ 5 acid 5 fire 4 cold 5 lightning Acc +7 (+4 eff.) ----- def ----- Armour +1 Resists +7% darkness ---------- misc Infravis +2 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +18% arcane +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Mind.save +15 (+5 eff.) ---------- misc Equi/ret +0.12 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +12% HP.reg +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +11% fire +12% lightning +14% cold A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +4% Mind.pwr +13 (+5 eff.) Dmg.mod +14% darkness +13% physical ----- def ----- Defense +2 (+0 eff.) Resists +11% darkness +13% physical ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +9 Mag +8 Con dps ---------- Mind.crit +5% Mind.pwr +7 (+3 eff.) Dmg.mod +13% physical +20% darkness +19% arcane ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +10% physical ---------- misc Max.hate +15.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 23 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Wil +13 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +9% physical Acc +12 (+6 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+4 eff.) Fatigue +5% Phys.save +36 (+12 eff.) Disarm- +40% Pinning- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Str +5 Dex +5 Cun +6 Con dps ---------- Apr +8 ----- def ----- Armour +17 Fatigue +5% Resists +3% blight +15% fire +6% acid +11% cold Phys.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Blind- +10% Stun/Frz- +25% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +16% Resists +10% acid +12% physical +12% cold +10% lightning +11% fire A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +16 (+5 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +16 (+5 eff.) Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +14% lightning A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +8% Resists +11% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +6% physical Phys.save +13 (+4 eff.) Max.HP +36.00 HP.reg +4.90 Heal.mod +13% A suit of armour made of leather. |
![]() 7.0 T3 shield armor [Ego++] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) On Melee Ret: * 15% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +16% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane While equipped: Stats +6 Str +6 Mag +7 Con dps ---------- Dmg.mod +12% temporal Res.pen +20% arcane Melee Ret 8 mind 31 fire On Melee Ret: * 40% chance to blind ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% fire +20% light +6% arcane ---------- misc Wards +6 lightning +4 temporal +4 blight +6 fire +6 cold Talents +1 Ward +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 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 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 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 522.57 physical damage to all. 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% nature +6% mind Res.pen +10% nature ----- def ----- Mind.save +28 (+8 eff.) Heal/summ +50 ---------- misc Light +3 See.Stealth +12 See.Invis +15 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Master While equipped: dps ---------- Res.pen +10% all Apr +10 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Melee Ret 21 fire ----- def ----- Resists +9% blight +6% fire +9% darkness ---------- misc Light +4 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 2.0 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 27 blight damage or heals 33 life. Creatures standing in the retch also have 11% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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 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 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 637.44 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 12, dealing 739.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Disrupt Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +24 manaburn arcane Against +26% Unnatural On Hit: * disrupts spell-casting On Crit: * burns latent spell energy Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) Melee Ret 18 nature slow ----- 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 15 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 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +2 nature +2 light Talents +1 Ward Heal a target within range 9 (based on Willpower) for 137 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 465.66 temporal and 246.76 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 10, power 85 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 48 to 97 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 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 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 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 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Ahorron the Cornac Paradox Mage level 32
79th Pyre 123rd year of Ascendancy at 02:27 see stats
By Ahorron the Cornac Paradox Mage level 26
44th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Ahorron the Cornac Paradox Mage level 50
51st Regrowth 124th year of Ascendancy at 06:13 see stats
By Ahorron the Cornac Paradox Mage level 32
77th Pyre 123rd year of Ascendancy at 06:37 see stats
By Ahorron the Cornac Paradox Mage level 36
8th Flare 123rd year of Ascendancy at 18:19 see stats
By Ahorron the Cornac Paradox Mage level 37
5th Dusk 123rd year of Ascendancy at 07:58 see stats
By Ahorron the Cornac Paradox Mage level 42
4th Haze 123rd year of Ascendancy at 09:39 see stats
By Ahorron the Cornac Paradox Mage level 27
50th Regrowth 123rd year of Ascendancy at 19:39 see stats
By Ahorron the Cornac Paradox Mage level 50
31st Regrowth 124th year of Ascendancy at 06:35 see stats
By Ahorron the Cornac Paradox Mage level 35
2nd Flare 123rd year of Ascendancy at 22:57 see stats
By Ahorron the Cornac Paradox Mage level 50
11st Regrowth 124th year of Ascendancy at 02:21 see stats
By Ahorron the Cornac Paradox Mage level 50
2nd Pyre 124th year of Ascendancy at 20:42 see stats
By Ahorron the Cornac Paradox Mage level 12
6th Dusk 122nd year of Ascendancy at 06:23 see stats
By Ahorron the Cornac Paradox Mage level 34
1st Summertide 123rd year of Ascendancy at 08:53 see stats
By Ahorron the Cornac Paradox Mage level 28
66th Regrowth 123rd year of Ascendancy at 07:10 see stats
By Ahorron the Cornac Paradox Mage level 50
2nd Regrowth 124th year of Ascendancy at 00:34 see stats
By Ahorron the Cornac Paradox Mage level 50
41st Pyre 124th year of Ascendancy at 05:24 see stats
By Ahorron the Cornac Paradox Mage level 50
34th Pyre 124th year of Ascendancy at 06:52 see stats
By Ahorron the Cornac Paradox Mage level 50
31st Regrowth 124th year of Ascendancy at 06:35 see stats
By Ahorron the Cornac Paradox Mage level 50
51st Regrowth 124th year of Ascendancy at 18:18 see stats
By Ahorron the Cornac Paradox Mage level 17
72nd Dusk 122nd year of Ascendancy at 05:06 see stats
By Ahorron the Cornac Paradox Mage level 24
26th Regrowth 123rd year of Ascendancy at 09:40 see stats
By Ahorron the Cornac Paradox Mage level 50
1st Wintertide 124th year of Ascendancy at 05:46 see stats
By Ahorron the Cornac Paradox Mage level 20
13rd Haze 122nd year of Ascendancy at 19:04 see stats
By Ahorron the Cornac Paradox Mage level 43
8th Haze 123rd year of Ascendancy at 01:11 see stats
By Ahorron the Cornac Paradox Mage level 38
34th Dusk 123rd year of Ascendancy at 06:55 see stats
By Ahorron the Cornac Paradox Mage level 10
6th Mirth 122nd year of Ascendancy at 02:37 see stats
By Ahorron the Cornac Paradox Mage level 20
3rd Haze 122nd year of Ascendancy at 12:01 see stats
By Ahorron the Cornac Paradox Mage level 30
68th Pyre 123rd year of Ascendancy at 23:20 see stats
By Ahorron the Cornac Paradox Mage level 40
51st Dusk 123rd year of Ascendancy at 19:09 see stats
By Ahorron the Cornac Paradox Mage level 50
63rd Haze 123rd year of Ascendancy at 05:24 see stats
By Ahorron the Cornac Paradox Mage level 47
37th Haze 123rd year of Ascendancy at 21:48 see stats
By Ahorron the Cornac Paradox Mage level 50
73rd Haze 123rd year of Ascendancy at 23:16 see stats
By Ahorron the Cornac Paradox Mage level 50
31st Regrowth 124th year of Ascendancy at 06:35 see stats
By Ahorron the Cornac Paradox Mage level 46
35th Haze 123rd year of Ascendancy at 07:22 see stats
By Ahorron the Cornac Paradox Mage level 13
38th Dusk 122nd year of Ascendancy at 07:37 see stats
By Ahorron the Cornac Paradox Mage level 25
35th Regrowth 123rd year of Ascendancy at 03:03 see stats
By Ahorron the Cornac Paradox Mage level 50
75th Haze 123rd year of Ascendancy at 14:16 see stats
By Ahorron the Cornac Paradox Mage level 36
3rd Dusk 123rd year of Ascendancy at 05:45 see stats
By Ahorron the Cornac Paradox Mage level 34
1st Summertide 123rd year of Ascendancy at 14:55 see stats
By Ahorron the Cornac Paradox Mage level 8
3rd Mirth 122nd year of Ascendancy at 08:41 see stats
By Ahorron the Cornac Paradox Mage level 26
44th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Ahorron the Cornac Paradox Mage level 50
31st Regrowth 124th year of Ascendancy at 06:35 see stats
By Ahorron the Cornac Paradox Mage level 50
34th Pyre 124th year of Ascendancy at 06:47 see stats
By Ahorron the Cornac Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 22:03 see stats
By Ahorron the Cornac Paradox Mage level 37
27th Dusk 123rd year of Ascendancy at 07:36 see stats
By Ahorron the Cornac Paradox Mage level 29
65th Pyre 123rd year of Ascendancy at 16:09 see stats
By Ahorron the Cornac Paradox Mage level 19
3rd Haze 122nd year of Ascendancy at 03:46 see stats
By Ahorron the Cornac Paradox Mage level 31
76th Pyre 123rd year of Ascendancy at 23:03 see stats
By Ahorron the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 09:43 see stats
Log
Talent Attenuate is ready to use.
Ahorron is no longer being grounded.
The shield around Ahorron crumbles.
Talent Echoes From The Past is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 2.55 gold pieces.
You pickup 2.55 gold pieces.
You pickup 0.55 gold pieces.
Ahorron picks up (s.): plaguebringer's iron battleaxe of shearing (104% power, 1 apr).
You pickup 0.55 gold pieces.
There is a ladder to the next level here (press '' or right click to use).
Ran for 36 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 77 turns (stop reason: at exit).
Ahorron deactivates Reality Smearing.
Ahorron deactivates Disintegration.
Ahorron deactivates Matter Weaving.
Ahorron deactivates Premonition.
Ahorron deactivates Empower.
Ahorron deactivates Contingency.
Ahorron deactivates Extension.
Ahorron deactivates Energy Decomposition.