











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.2This 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 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 3665% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 31 on the 71st Regrowth 123rd year of Ascendancy at 04:53 4 / 3Killed by Atamathon the Giant Golem at level 50 on the 17th Dusk 124th year of Ascendancy at 02:05 Killed by Atamathon the Giant Golem at level 50 on the 17th Dusk 124th year of Ascendancy at 02:23 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 110 (base 64) |
| Constitution | 102 (base 57) |
| Magic | 106 (base 64) |
| Willpower | 81 (base 60) |
| Cunning | 58 (base 12) |
Resources
| Life | 1614/1614 |
| Positive | 177/177 |
| Paradox | 410 |
| Steam | 100/100 |
| Healing Factor | 1.6573484249332 |
| Regeneration | 16.987821355565 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +36.80425806594% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| See Stealth | 38.792579895849 |
| See Invisible | 28.792579895849 |
Offense: Mainhand
| Damage | 207 |
| Accuracy | 85 |
| Crit Chance | 59% |
| APR | 55 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 85 |
| Crit Chance | 60% |
| APR | 23 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +28% |
| Darkness | +43% |
| Light | +39% |
| Temporal | +58% |
| Nature | +37% |
| Physical | +130% |
| Mind | +16% |
| All | +13% |
Offense: Damage Penetration
| Darkness | +45% |
| Blight | +55% |
| Physical | +60% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 33 (69.687909656376%) |
| Defense | 104 |
| Ranged Defense | 104 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 65 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 56%( 70%) |
| Cold | + 70%( 70%) |
| All | + 47%( 70%) |
| Physical | + 67%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 66%( 70%) |
| Temporal | + 63%( 70%) |
| Mind | + 52%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 68%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 79% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 93% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 698 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 169 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 Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Resistance |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Poryta the cave troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 1705. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, 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 precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Slasul and killed Ukllmswwik. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Artherak the Searpain (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +6% light +15% fire Res.pen +10% fire ----- def ----- Armour +5 Fatigue +4% Resists +16% fire +10% cold Phys.save +15 (+5 eff.) Silence- +48% Confus- +49% Pinning- +25% Stun/Frz- +47% Knockbk- +25% Teleport- +100% ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Zerybers' 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +20.98% Mind.pwr +31 (+7 eff.) Dmg.mod +20% light ----- def ----- Armour +12 Defense +25 (+4 eff.) Max.HP +75.00 Heal.mod +15% Blind- +21% Silence- +21% ---------- misc Psi/ret +0.12 Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+2 eff.) Mind.save +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 15% Wave of Power 1 On Hit: 10% Displacement Shield 3 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Glorynor [power 554] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +7 Str dps ---------- Res.pen +30% blight ----- def ----- Resists +9% cold +15% fire +6% arcane +21% light Spell.save +12 (+3 eff.) Silence- +24% Knockbk- +24% ---------- misc Stam/turn +3.00 Create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex +2 Wil +7 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Acc +14 (+2 eff.) ----- def ----- Mind.save +12 (+3 eff.) Max.HP +92.00 Disarm- +100% Pinning- +92% Knockbk- +95% ---------- misc Psi/ret +0.16 Max.psi +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +10% physical +15% temporal ----- 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 285.34 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 | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +25 Con ----- def ----- Armour +10 Resists +25% nature +10% cold +10% darkness +10% all Crit.dmg- 23.00% Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr) 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 126 temporal damage and slows enemies in radius 6 of the target by 136% based on Magic On Crit: * project a beam of lightning While equipped: dps ---------- Dmg.mod +30% physical +30% temporal ----- 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 | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Defense +10 (+2 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Skeletal Claw (55-61 power, 8 apr) 3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 On Crit: * project a beam of lightning While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+2 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 310.02 physical damage, and inflicting bleeding for another 155.01 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
| Cloak | Guise of the Hated (14 def, 0 armour) 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +30% lightning +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 Stun/Frz- +50% ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Hathydorand the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Con +1 Wil dps ---------- Mind.crit +5% Mind.pwr +20 (+5 eff.) Dmg.mod +57% physical +30% darkness +24% nature Res.pen +20% darkness +20% physical On Hit (Melee): * 25% chance to reduce all saves and defense by 40 ----- def ----- Resists +9% blight +27% physical +3% fire +15% all HP.reg +10.00 Poison- +118% Disease- +119% Cut- +70% ---------- misc Max.hate +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Silk Current. |
Inventory
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all ----- def ----- Stun/Frz- +60% Amulets make your neck look great! |
stralite amulet 'Adutira'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Lck dps ---------- Dmg.mod +3% mind Acc +13 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +9 (+1 eff.) Resists +26% lightning +6% cold +3% mind +6% darkness Unseen.red 14% Stun/Frz- +37% ---------- misc Masteries +0.25 Chronomancy/Speed Control Amulets make your neck look great! |
Orb of Many Ways1.0 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. |
gladiator's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 20 physical Ranged+ 20 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 40 On Hit (Ranged): * 14% chance to reduce all saves and defense by 40 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun Windborne Azurite ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning +6% cold +20% light +3% arcane Res.pen +15% cold Acc +11 (+2 eff.) Apr +13 Melee Ret 8 arcane ----- def ----- Defense +17 (+3 eff.) Resists +40% light +9% cold Ignore.dmg +8% Affinity +20% lightning Mind.save +15 (+4 eff.) Confus- +45% 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! |
voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
voratun fire opal ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Acc +10 (+2 eff.) Apr +14 ----- def ----- Defense +17 (+3 eff.) 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! |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +97.00 HP.reg +11.00 Heal.mod +16% Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 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. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane 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 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 146 to 292 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Tulidil the Ebonypower4.0 T5 longbow 2H weapon [Rare] 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 Ranged+ +24 arcane On Hit: * 24% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Wil +5 Mag dps ---------- Phys.crit +23.0% Spell.crit +4% Acc +23 (+4 eff.) On Hit (Ranged): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% darkness Spell.save +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Murkriver (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Nature/Psionic Power 42.5 - 59.5 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +23 mind On Hit: 20% Curse of Death 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 32% chance to reduce all saves and defense by 40 While equipped: Stats +21 Wil +7 Cun +14 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +5 (+1 eff.) Resists +9% blight Max.HP +110.00 Silence- +24% Confus- +20% Sharp, long, and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)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 Wil +10 Mag 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." |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Resists +0% lightning Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Tosin the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +12 Str +6 Dex +5 Wil +10 Con dps ---------- Melee Ret 6 mind ----- def ----- Defense +3 (+0 eff.) Resists +3% blight +3% darkness +0% lightning Phys.save +30 (+10 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Die.at -50.00 life Max.HP +107.00 ---------- misc Stam/turn +1.50 Light +3 Infravis +3 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 1.2 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. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Wil +15 Mag dps ---------- Spell.pwr +18 (+4 eff.) S.pwr/crit +6 Dmg.mod +21% physical +21% temporal Res.pen +14% physical +10% temporal ----- def ----- Resists +15% all Anom.red +14 Silence- +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +15% acid +37% physical +14% cold +13% fire +14% temporal Res.pen +9% physical +8% temporal ----- def ----- Resists +18% acid +18% physical +14% cold +15% fire +13% all Anom.red +12 ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layerana the Foresttyphoon (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+4 eff.) Mind.pwr +5 (+1 eff.) Melee+ 23 darkness 22 mind Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 68% * 15% chance to reduce all saves and defense by 40 * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +6 Fatigue +3% Mind.save -9 (-3 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Adabeth the Ebonyresolve (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +0 Cun dps ---------- Dmg.mod +15% acid +15% darkness +12% mind Res.pen +10% darkness ----- def ----- Armour +4 Fatigue +4% Resists +11% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil +0 Cun dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 cold 10 lightning Dmg.mod +25% acid +25% fire +25% lightning +25% cold ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% lightning +25% cold This jeweled crown shimmers with colors. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+2 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Sleetrain the quiver of dragonbone arrows (19/19, 78-109 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 78.0 - 109.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 19 Ranged+ +21 mind On Hit.r1 +21 mind +21 cold On Crit.r2 +21 mind On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 140% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Chillstake' (53/53, 74-104 power, 50 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 74.5 - 104.3 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +50 Crit +18.0% Capacity 53 Rld cld 1 Proj.spd +200% Ranged+ +8 cold On Hit.r1 +16 acid +24 fire +12 cold On Crit.r2 +12 nature +4 cold While equipped: Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Runogrim' (7/21, 73-102 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 73.0 - 102.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 Ranged+ +20 blight +24 mind +24 arcane On Hit.r1 +24 mind On Crit.r2 +16 arcane +24 mind On Hit: * 24% chance to reduce all saves and defense by 40 On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
52 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
14 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 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? |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +15% temporal +10% all ----- def ----- Resists +15% temporal -12% all 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. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+4 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 18 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." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
25 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 655.36 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 342/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 854.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
cleansing dragonbone totem of healing [power 488] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Void Shard2.0 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 325.48 temporal and 294.58 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
28 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Salubeth the Cornac Temporal Warden level 30
47th Regrowth 123rd year of Ascendancy at 05:53 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Salubeth the Cornac Temporal Warden level 37
29th Pyre 123rd year of Ascendancy at 11:03 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Salubeth the Cornac Temporal Warden level 50
60th Regrowth 124th year of Ascendancy at 05:07 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Salubeth the Cornac Temporal Warden level 37
21st Pyre 123rd year of Ascendancy at 06:17 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Salubeth the Cornac Temporal Warden level 31
71st Regrowth 123rd year of Ascendancy at 07:30 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Salubeth the Cornac Temporal Warden level 41
40th Pyre 123rd year of Ascendancy at 20:02 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Salubeth the Cornac Temporal Warden level 42
45th Pyre 123rd year of Ascendancy at 19:44 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Salubeth the Cornac Temporal Warden level 50
17th Dusk 124th year of Ascendancy at 02:56 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Salubeth the Cornac Temporal Warden level 49
14th Haze 123rd year of Ascendancy at 21:08 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Salubeth the Cornac Temporal Warden level 50
74th Regrowth 124th year of Ascendancy at 22:22 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Salubeth the Cornac Temporal Warden level 40
37th Pyre 123rd year of Ascendancy at 23:15 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Salubeth the Cornac Temporal Warden level 20
44th Haze 122nd year of Ascendancy at 01:50 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Salubeth the Cornac Temporal Warden level 10
11st Dusk 122nd year of Ascendancy at 05:33 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Salubeth the Cornac Temporal Warden level 39
35th Pyre 123rd year of Ascendancy at 04:26 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Salubeth the Cornac Temporal Warden level 32
78th Regrowth 123rd year of Ascendancy at 02:27 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Salubeth the Cornac Temporal Warden level 38
33rd Pyre 123rd year of Ascendancy at 18:33 see stats
Entropy's End (Nightmare (Adventure) difficulty)
Destroyed the Hypostasis of Entropy.By Salubeth the Cornac Temporal Warden level 50
27th Dusk 124th year of Ascendancy at 17:42 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Salubeth the Cornac Temporal Warden level 50
2nd Flare 124th year of Ascendancy at 22:47 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Salubeth the Cornac Temporal Warden level 18
37th Haze 122nd year of Ascendancy at 05:42 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Salubeth the Cornac Temporal Warden level 48
2nd Haze 123rd year of Ascendancy at 05:17 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Salubeth the Cornac Temporal Warden level 34
13rd Pyre 123rd year of Ascendancy at 11:21 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Salubeth the Cornac Temporal Warden level 50
1st Mirth 124th year of Ascendancy at 06:45 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Salubeth the Cornac Temporal Warden level 50
27th Pyre 124th year of Ascendancy at 21:17 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Salubeth the Cornac Temporal Warden level 50
71st Regrowth 124th year of Ascendancy at 12:20 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Salubeth the Cornac Temporal Warden level 31
61st Regrowth 123rd year of Ascendancy at 11:50 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Salubeth the Cornac Temporal Warden level 43
45th Pyre 123rd year of Ascendancy at 22:42 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Salubeth the Cornac Temporal Warden level 24
7th Allure 123rd year of Ascendancy at 02:50 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Salubeth the Cornac Temporal Warden level 50
6th Decay 123rd year of Ascendancy at 00:08 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Salubeth the Cornac Temporal Warden level 31
52nd Regrowth 123rd year of Ascendancy at 14:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Salubeth the Cornac Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 21:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Salubeth the Cornac Temporal Warden level 20
43rd Haze 122nd year of Ascendancy at 05:15 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Salubeth the Cornac Temporal Warden level 30
33rd Regrowth 123rd year of Ascendancy at 14:09 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Salubeth the Cornac Temporal Warden level 40
35th Pyre 123rd year of Ascendancy at 11:31 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Salubeth the Cornac Temporal Warden level 50
27th Haze 123rd year of Ascendancy at 04:18 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Salubeth the Cornac Temporal Warden level 50
3rd Dusk 124th year of Ascendancy at 17:50 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Salubeth the Cornac Temporal Warden level 50
1st Pyre 124th year of Ascendancy at 07:40 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Salubeth the Cornac Temporal Warden level 21
2nd Decay 122nd year of Ascendancy at 04:58 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Salubeth the Cornac Temporal Warden level 50
7th Decay 123rd year of Ascendancy at 01:23 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Salubeth the Cornac Temporal Warden level 50
66th Haze 123rd year of Ascendancy at 12:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Salubeth the Cornac Temporal Warden level 32
78th Regrowth 123rd year of Ascendancy at 01:10 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Salubeth the Cornac Temporal Warden level 39
35th Pyre 123rd year of Ascendancy at 05:46 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Salubeth the Cornac Temporal Warden level 50
2nd Flare 124th year of Ascendancy at 22:46 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Salubeth the Cornac Temporal Warden level 48
4th Haze 123rd year of Ascendancy at 18:56 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Salubeth the Cornac Temporal Warden level 22
3rd Allure 123rd year of Ascendancy at 01:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Salubeth the Cornac Temporal Warden level 6
2nd Mirth 122nd year of Ascendancy at 21:10 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Salubeth the Cornac Temporal Warden level 50
3rd Pyre 124th year of Ascendancy at 19:15 see stats
The Old Ones (Nightmare (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Salubeth the Cornac Temporal Warden level 45
48th Pyre 123rd year of Ascendancy at 09:02 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Salubeth the Cornac Temporal Warden level 21
10th Decay 122nd year of Ascendancy at 08:43 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Salubeth the Cornac Temporal Warden level 50
2nd Flare 124th year of Ascendancy at 22:47 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Salubeth the Cornac Temporal Warden level 50
3rd Summertide 124th year of Ascendancy at 15:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Salubeth the Cornac Temporal Warden level 10
32nd Dusk 122nd year of Ascendancy at 16:35 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Salubeth the Cornac Temporal Warden level 45
8th Flare 123rd year of Ascendancy at 19:59 see stats
They Came From Outer Space! (Nightmare (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Salubeth the Cornac Temporal Warden level 50
3rd Pyre 124th year of Ascendancy at 19:15 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Salubeth the Cornac Temporal Warden level 28
19th Regrowth 123rd year of Ascendancy at 16:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Salubeth the Cornac Temporal Warden level 18
13rd Haze 122nd year of Ascendancy at 03:26 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Salubeth the Cornac Temporal Warden level 36
20th Pyre 123rd year of Ascendancy at 07:02 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Salubeth the Cornac Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 19:23 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Salubeth the Cornac Temporal Warden level 33
12nd Pyre 123rd year of Ascendancy at 23:26 see stats
Log
Today is the 53rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 54th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:53.
There is a Way to a strange portal here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Salubeth casts Precognition.
Saving done.
Salubeth casts Dimensional Step.
Salubeth is out of phase.
Salubeth emerges from a space-time rift!
Salubeth is no longer out of phase.
Salubeth casts Warden's Focus.
You must pick a focus target.
Salubeth uses Create Tinker.





































































































































