












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 50 / 1030% |
Size | medium |
Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 43 on the 42nd Pyre 123rd year of Ascendancy at 09:05 6 / 1 |
Primary Stats
Strength | 32 (base 13) |
Dexterity | 103 (base 64) |
Constitution | 49 (base 29) |
Magic | 119 (base 60) |
Willpower | 94 (base 60) |
Cunning | 52 (base 16) |
Resources
Life | 1270/1270 |
Paradox | 350 |
Healing Factor | 0.77328738399436 |
Regeneration | 8.4600854827242 |
Speed
Mental | -2.8010926911293E-11% |
Attack | -2.8010926911293E-11% |
Movement | +36.804258065936% |
Spell | -2.8010926911293E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
See Stealth | 31.729839830068 |
See Invisible | 34.729839830068 |
Offense: Mainhand
Damage | 217 |
Accuracy | 68 |
Crit Chance | 38% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | 89 |
Accuracy | 68 |
Crit Chance | 38% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 29% |
Speed | 1.0000000000003 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 41% |
Speed | 1.0000000000003 |
Offense: Damage Bonus
Darkness | +43% |
Light | +37% |
Temporal | +89% |
Nature | +26% |
Physical | +73% |
Cold | +41% |
All | +17% |
Offense: Damage Penetration
Lightning | +40% |
Temporal | +42% |
Physical | +40% |
Darkness | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (49.007671158813%) |
Defense | 94 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 47 |
Mental Save | 27 |
Defense: Resistances
Darkness | + 62%( 70%) |
Acid | + 49%( 70%) |
Nature | + 47%( 70%) |
Temporal | + 74%( 75%) |
Blight | + 50%( 70%) |
Physical | + 41%( 70%) |
Fire | + 52%( 70%) |
All | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 48% |
Instadeath Resistance | 100% |
Silence Resistance | 34% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Phase Pulse |
talent | Weapon Folding |
talent | Contingency |
talent | Secrets of the Eternals |
beneficial effect | The target is moving is 36% 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 grave | active |
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 failed to protect the lone alchemist from death by Emodhedathra the fiery orc wyrmic. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Gowyn the gigantic corrosive tunneler. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1201. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. 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 mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +12 (+2 eff.) Silence- +34% Confus- +48% Stun/Frz- +45% 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 34% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 51.5 - 72.1 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +26 Apr +18 Crit +17.0% Capacity 22 Ranged+ +16 arcane On Hit.r1 +12 nature On Hit: 20% Curse of Impotence 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ----- def ----- Max.HP +71.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 23% chance to reduce armor by 40% ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +9% acid +5% physical +6% darkness +15% nature +6% all Phys.save +14 (+7 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life HP.reg +4.69 Disease- +23% Cut- +20% A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 61% * 20 arcane resource burn ----- def ----- Resists +9% acid +24% fire +20% blight Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag dps ---------- Melee+ 32 light Ranged+ 40 light Dmg.mod +20% light +24% cold Res.pen +15% lightning Acc +15 (+3 eff.) Apr +11 ----- def ----- Defense +14 (+2 eff.) Resists +9% darkness HP.reg +8.00 Stun/Frz- +35% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
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 320.92 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 neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.3 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 160% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 139 temporal damage and slows enemies in radius 6 of the target by 149% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.2 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Rare] Nature Power 26.5 - 34.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +16 darkness While equipped: Stats +10 Str +11 Dex +9 Mag +9 Wil +11 Cun +9 Con dps ---------- Crit.mult +20.00% Mind.pwr +5 (+2 eff.) Dmg.mod +18% darkness +9% nature On Hit (Melee): * 20% chance to slow global speed by 61% ---------- misc Equi/ret +0.08 Max.psi +40.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +2 Mag +3 Cun +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +17% darkness +16% temporal Def/telep +11 Res/telep +12% Dur/telep +18% ---------- misc Light +2 Infravis +1 See.Invis +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +9% temporal +16% physical +10% all Res.pen +7% temporal +15% physical ----- def ----- Resists +15% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 647 damage for 7 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Armour +2 Resists +6% temporal Confus- +20% ---------- misc Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +4 Wil +5 Con dps ---------- Res.pen +15% physical ----- def ----- Resists +14% lightning Phys.save +6 (+3 eff.) Stun/Frz- +25% ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +12% nature +11% blight Poison- +23% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +14% lightning Stun/Frz- +26% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +7 (+2 eff.) Dmg.mod +10% blight +12% fire ----- def ----- Phys.save +18 (+8 eff.) Spell.save +23 (+8 eff.) Mind.save +15 (+7 eff.) Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+17 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 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 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 213.23 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Meteoric Crash You have set the ring to grant you Meteoric Crash! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Nature/Disrupt Power 58.5 - 87.8 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 nature On Hit: * 24% chance to slow global speed by 61% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 140% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.94 acid and 16.94 blight damage. If not cleared after five turns it will inflict 96.17 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 30% Cun, 85% Mag, 35% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 39.5 - 51.4 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +20 lightning +20 temporal +12 light On Crit.r2 +8 light On Hit: 20% Epidemic 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce strength, dexterity, and constitution by 30 While equipped: ----- def ----- Resists +15% lightning +6% temporal +6% light Disease- +35% ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 acid +32 nature While equipped: dps ---------- Res.pen +25% acid +24% nature Apr +15 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Res.pen +7% physical Acc +10 (+2 eff.) Apr +6 ----- def ----- Max.HP +14.00 Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Mag dps ---------- Phys.crit +18.0% Dmg.mod +12% temporal +20% physical Res.pen +12% temporal +14% physical Acc +8 (+2 eff.) ---------- misc Reload +5 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+7 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature Power 43.0 - 60.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 acid +27 nature While equipped: Stats +13 Con +13 Wil dps ---------- Res.pen +23% acid +11% nature Apr +15 ----- def ----- Max.HP +83.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 53.0 - 74.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 lightning +34 cold While equipped: dps ---------- Mov.spd +50% Res.pen +16% lightning +11% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 43.0 - 60.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Con +13 Wil dps ---------- Res.pen +15% physical Acc +22 (+5 eff.) Apr +14 ----- def ----- Max.HP +72.00 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Nature/Master Power 46.5 - 65.1 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 nature While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +14 (+2 eff.) Disarm- +41% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 45.0 - 63.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +12.0% Phys.pwr +8 (+2 eff.) Res.pen +14% physical ----- def ----- Disarm- +32% Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 157.33 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +25% mind +17% darkness Res.pen +12% mind +13% darkness ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Max.hate +8.00 Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ---------- misc Hate/kill +5.00 Psi/kill +5.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 142.74 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 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." |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+7 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 39.0 - 54.6 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 cold On Hit: 20% Curse of Impotence 5 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 42.0 - 58.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 light Against +25% Undead While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +33% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Infravis +1 See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% blight ----- def ----- Defense +9 (+1 eff.) Stealth +6 ---------- misc Max.vim +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 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 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+9 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+10 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.3 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. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+8 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +14% Mind.crit +5% Spell.pwr +27 (+7 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +15% all Mind.save +30 (+14 eff.) ---------- misc Mana/turn +0.33 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Spell.pwr +9 (+2 eff.) Dmg.mod +55% light +30% darkness ----- def ----- Resists +45% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +18.00% Spell.pwr +17 (+4 eff.) Dmg.mod +12% all ----- def ----- Resists +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 276 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +2% Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Armour +7 Resists +6% acid ---------- misc Max.vim +50.00 Infravis +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -10% Phys.save +15 (+7 eff.) ---------- misc Max.enc +45 Stam/turn +1.20 Max.stam +38.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue -3% Phys.save +12 (+6 eff.) ---------- misc Max.enc +50 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 11 temporal Ranged+ 10 temporal Dmg.mod +18% arcane +5% temporal Res.pen +10% arcane +25% nature ----- def ----- Armour +2 Resists +7% temporal ---------- misc Max.hate +8.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 10 blight Dmg.mod +9% blight ----- def ----- Armour +19 Defense +15 (+3 eff.) Resists +10% blight Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +2% Spell.pwr +4 (+1 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +27% mind ----- def ----- Defense +3 (+0 eff.) Resists +3% darkness +6% blight +12% fire +25% mind +6% cold Phys.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Heal.mod +20% ---------- misc Max.psi +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +13 Defense +8 (+1 eff.) Fatigue +5% Resists +6% all Phys.save +11 (+5 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +5 Wil ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +27% blight +14% cold +23% darkness +15% acid ---------- misc Light +2 Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Arcane While equipped: dps ---------- Mind.crit +7% Melee+ 10 darkness Ranged+ 10 darkness Dmg.mod +24% nature Res.pen +30% mind On Hit (Melee): * 24% chance to slow global speed by 61% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% temporal +30% darkness +18% cold Mind.save +22 (+11 eff.) Def/telep +30 Res/telep +28% Dur/telep +26% ---------- misc Max.hate +10.00 Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +37% Resists +15% fire -20% light +14% darkness Phys.save +9 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature While equipped: Stats +5 Wil ----- def ----- Armour +16 Fatigue +22% Resists +13% acid +14% physical +27% darkness +30% blight +13% cold +15% lightning +15% fire Disarm- +37% Stun/Frz- +39% Knockbk- +40% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 21 acid 23 fire Melee Ret 12 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +27% acid +22% fire Max.HP +44.00 HP.reg +5.00 Heal.mod +19% A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-11 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +4 Cun dps ---------- Acc +10 (+2 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +6 Cun dps ---------- Acc +8 (+2 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +8% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +12% mind +18% cold ----- def ----- Resists +9% mind ---------- misc Hate/m.crit +5.00 Max.psi +40.00 Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 25 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 555 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 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: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Flannery Jones the Shalore Temporal Warden level 31
1st Allure 123rd year of Ascendancy at 07:09 see stats
By Flannery Jones the Shalore Temporal Warden level 30
73rd Haze 122nd year of Ascendancy at 01:37 see stats
By Flannery Jones the Shalore Temporal Warden level 34
26th Regrowth 123rd year of Ascendancy at 08:04 see stats
By Flannery Jones the Shalore Temporal Warden level 34
32nd Regrowth 123rd year of Ascendancy at 01:44 see stats
By Flannery Jones the Shalore Temporal Warden level 42
35th Pyre 123rd year of Ascendancy at 15:19 see stats
By Flannery Jones the Shalore Temporal Warden level 33
22nd Regrowth 123rd year of Ascendancy at 06:50 see stats
By Flannery Jones the Shalore Temporal Warden level 23
5th Haze 122nd year of Ascendancy at 12:28 see stats
By Flannery Jones the Shalore Temporal Warden level 14
7th Dusk 122nd year of Ascendancy at 18:29 see stats
By Flannery Jones the Shalore Temporal Warden level 31
15th Regrowth 123rd year of Ascendancy at 02:36 see stats
By Flannery Jones the Shalore Temporal Warden level 45
59th Pyre 123rd year of Ascendancy at 02:39 see stats
By Flannery Jones the Shalore Temporal Warden level 20
56th Dusk 122nd year of Ascendancy at 21:40 see stats
By Flannery Jones the Shalore Temporal Warden level 50
36th Dusk 123rd year of Ascendancy at 01:14 see stats
By Flannery Jones the Shalore Temporal Warden level 19
30th Dusk 122nd year of Ascendancy at 18:02 see stats
By Flannery Jones the Shalore Temporal Warden level 24
7th Haze 122nd year of Ascendancy at 15:15 see stats
By Flannery Jones the Shalore Temporal Warden level 24
23rd Haze 122nd year of Ascendancy at 14:24 see stats
By Flannery Jones the Shalore Temporal Warden level 49
31st Dusk 123rd year of Ascendancy at 00:15 see stats
By Flannery Jones the Shalore Temporal Warden level 37
51st Regrowth 123rd year of Ascendancy at 21:34 see stats
By Flannery Jones the Shalore Temporal Warden level 29
66th Haze 122nd year of Ascendancy at 05:37 see stats
By Flannery Jones the Shalore Temporal Warden level 36
33rd Regrowth 123rd year of Ascendancy at 08:43 see stats
By Flannery Jones the Shalore Temporal Warden level 20
57th Dusk 122nd year of Ascendancy at 10:47 see stats
By Flannery Jones the Shalore Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 03:26 see stats
By Flannery Jones the Shalore Temporal Warden level 20
32nd Dusk 122nd year of Ascendancy at 15:37 see stats
By Flannery Jones the Shalore Temporal Warden level 30
72nd Haze 122nd year of Ascendancy at 12:31 see stats
By Flannery Jones the Shalore Temporal Warden level 40
6th Pyre 123rd year of Ascendancy at 11:01 see stats
By Flannery Jones the Shalore Temporal Warden level 50
31st Dusk 123rd year of Ascendancy at 10:27 see stats
By Flannery Jones the Shalore Temporal Warden level 49
1st Summertide 123rd year of Ascendancy at 15:27 see stats
By Flannery Jones the Shalore Temporal Warden level 47
68th Pyre 123rd year of Ascendancy at 10:51 see stats
By Flannery Jones the Shalore Temporal Warden level 44
57th Pyre 123rd year of Ascendancy at 11:20 see stats
By Flannery Jones the Shalore Temporal Warden level 33
24th Regrowth 123rd year of Ascendancy at 09:34 see stats
By Flannery Jones the Shalore Temporal Warden level 32
15th Regrowth 123rd year of Ascendancy at 09:00 see stats
By Flannery Jones the Shalore Temporal Warden level 50
36th Dusk 123rd year of Ascendancy at 01:14 see stats
By Flannery Jones the Shalore Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 03:28 see stats
By Flannery Jones the Shalore Temporal Warden level 50
36th Dusk 123rd year of Ascendancy at 01:14 see stats
By Flannery Jones the Shalore Temporal Warden level 20
48th Dusk 122nd year of Ascendancy at 14:03 see stats
By Flannery Jones the Shalore Temporal Warden level 19
31st Dusk 122nd year of Ascendancy at 07:45 see stats
By Flannery Jones the Shalore Temporal Warden level 38
59th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Flannery Jones the Shalore Temporal Warden level 30
73rd Haze 122nd year of Ascendancy at 01:06 see stats
By Flannery Jones the Shalore Temporal Warden level 17
23rd Dusk 122nd year of Ascendancy at 05:59 see stats
By Flannery Jones the Shalore Temporal Warden level 29
72nd Haze 122nd year of Ascendancy at 12:31 see stats
By Flannery Jones the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 03:55 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.75 gold pieces.
Flannery Jones picks up ( .): voratun torque of mindblast [power 475] (15 cooldown).
Flannery Jones picks up (a.): wild infusion (res 22%; mental, physical; dur 4; cd 12).
Flannery Jones picks up ( .): sapper's voratun pickaxe (dig speed 18 turns).
Talent Dig is ready to use.
Ran for 13 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Today is the 37th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Connection to online server established.
Today is the 38th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Ran for 5 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).