










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Shalore |
Class | Temporal Warden |
Level / Exp | 28 / 44% |
Size | medium |
Lifes / Deaths | Killed by Weaver Queen at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:24 0 / 7Killed by Raedeell the human at level 11 on the 2nd Flare 122nd year of Ascendancy at 19:03 Killed by Shasshhiy'Kaish at level 24 on the 1st Wintertide 123rd year of Ascendancy at 19:29 Killed by Isliyamina the assassin at level 27 on the 12nd Regrowth 123rd year of Ascendancy at 04:08 Killed by Arelenor the saw horror at level 27 on the 13rd Regrowth 123rd year of Ascendancy at 05:20 Killed by Salitha the storm wyrm at level 28 on the 14th Regrowth 123rd year of Ascendancy at 07:47 Killed by shadow at level 28 on the 79th Regrowth 123rd year of Ascendancy at 22:22 |
Primary Stats
Strength | 24 (base 16) |
Dexterity | 56 (base 46) |
Constitution | 19 (base 10) |
Magic | 105 (base 60) |
Willpower | 40 (base 14) |
Cunning | 28 (base 10) |
Resources
Life | -2/612 |
Mana | 304/445 |
Paradox | 265 |
Vim | 208/208 |
Healing Factor | 1.0791723257556 |
Regeneration | 7.8239993617281 |
Speed
Mental | -6.927791673661E-12% |
Attack | -6.927791673661E-12% |
Movement | +9.9999999999999% |
Spell | -6.927791673661E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 21.85223861124 |
See Invisible | 27.85223861124 |
Offense: Mainhand
Damage | 154 |
Accuracy | 58 |
Crit Chance | 24% |
APR | 17 |
Speed | 0.90 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 20% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 16% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Blight | +13% |
Arcane | +20% |
All | +6% |
Darkness | +15% |
Light | +9% |
Temporal | +29% |
Physical | +16% |
Fire | +9% |
Lightning | +18% |
Offense: Damage Penetration
Lightning | +25% |
Darkness | +35% |
Blight | +15% |
Arcane | +20% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (57.155997060385%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 42 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 12%( 70%) |
Temporal | + 13%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 134 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 132 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% 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 Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
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 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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | 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 |
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 |
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: 30. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed warg claw. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Defense +8 (+2 eff.) Fatigue -6% Life +38.00 other ------- Stamina/turn +0.40 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 24 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 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 14 On-ranged-hit +20 fire +24 physical On Hit: * 20% chance to slow global speed by 49% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 137 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Dex +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+1 eff.) Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Crit Resistance 15.00% other ------- Light +4 See Invisibility +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% lightning +9% darkness Ignore resists +25% lightning +25% darkness +15% arcane defense ------ Resistance +12% darkness Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Mind save +8 (+4 eff.) Confus Resist +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Physical Power +13 (+3 eff.) Spellpower +20 (+5 eff.) Mindpower +10 (+5 eff.) Damage +13% temporal +3% light +6% all Ignore resists +15% mind When Hit 8 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Resistance +13% temporal other ------- Light +1 Cannot be unequipped or rerolled until level 30. 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? |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +3.0% Critical power +7.00% Physical Power +4 (+1 eff.) other ------- Mana/turn +0.22 Max mana +33.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 111% Range +9 While equipped: Stats +5 Dex +4 Mag offense ------ On-Ranged-Hit 15 temporal Damage +10% temporal defense ------ Life Regen +2.00 other ------- Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +14 Mag +10 Wil offense ------ Mind Crit +1% Spellpower +13 (+4 eff.) On-Hit 12 blight 14 arcane Damage +7% blight +8% arcane defense ------ Armor +3 Resistance +8% blight +8% arcane Life Regen +5.00 other ------- Stamina/turn +1.10 Psi when Hit +0.08 Max stamina +31.00 See Invisibility +3 Unarmed combat: Weapon Damage 130% Range: 1.0x-1.1x Uses 40% Cun, 40% Mag, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +11 arcane On-crit, radius 2 +14 blight On Hit: 20% Soul Rot level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +5 (+2 eff.) Damage +6% arcane +3% fire Ignore resists +5% arcane When Hit 6 blight defense ------ Defense +1 (+0 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Vim-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Wil +5 Cun +4 Con offense ------ Spell Crit +5% Ignore resists +15% blight When Hit 8 arcane 4 cold Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -735 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1472 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 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. |
![]() 0.0 Encumbrance potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 399.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +2 Wil offense ------ Ignore resists +5% light defense ------ Resistance +3% darkness +6% cold Life +40.00 Silence Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Damage +18% acid defense ------ Resistance +13% mind Confus Resist +22% other ------- Hate-on-crit +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Physical save +10 (+5 eff.) Spell save +12 (+4 eff.) Mind save +14 (+7 eff.) other ------- Mana/turn +0.16 Max mana +25.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Cun Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 fire While equipped: Stats +5 Str offense ------ Physical Power +8 (+2 eff.) Damage +15% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Disease Resist +12% other ------- 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. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +25% cold defense ------ Armor +14 Defense +9 (+2 eff.) Resistance +9% blight +8% temporal +10% darkness Physical save +9 (+5 eff.) Spell save +6 (+2 eff.) Mind save +7 (+4 eff.) Healmod +5% Poison Resist +20% Out-of-Phase Defense +21 Out-of-Phase Resistance +26% Out-of-Phase Resilience +28% other ------- Wards +3 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 149% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +28 blight +16 darkness Damage Against +10% Living On Hit: * 29% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: offense ------ Spellpower/crit +6 Damage +3% mind Ignore resists +10% mind other ------- Max mana +80.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Resistance +5% blight other ------- Mana/turn +0.13 Max mana +24.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Con offense ------ Damage +6% acid +6% fire Ignore resists +10% acid defense ------ Defense +1 (+0 eff.) Resistance +15% fire Crit Resistance 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +4.0% defense ------ Defense +9 (+2 eff.) Resistance +3% cold +9% mind +3% light Physical save +8 (+4 eff.) Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +7% acid +7% physical +9% fire +8% cold defense ------ Resistance +13% acid +10% physical +12% darkness +10% fire +12% cold +12% mind +9% all Physical save +13 (+7 eff.) Spell save +12 (+4 eff.) Mind save +23 (+11 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +10% lightning +9% physical +8% cold defense ------ Resistance +6% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +20% acid Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce armor by 40% defense ------ Armor +1 Resistance +12% acid A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Dex +3 Mag +5 Cun defense ------ Armor +2 Fatigue +3% Resistance +5% light +5% darkness Physical save +7 (+4 eff.) other ------- Infravision +1 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-crit, radius 2 +11 light +20 darkness On Hit: 10% Set Up level 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 84.24 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.10 to 111.30 lightning damage (74.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Defense +11 (+2 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 2.0 Power cost 30 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 76.75 fire and 81.68 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature +24% light Ignore resists +25% acid +15% blight When Hit 6 acid defense ------ Defense +1 (+0 eff.) Resistance +16% nature A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +12% mind Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +1 Fatigue +1% Resistance +9% light Physical save +7 (+4 eff.) Mind save +7 (+4 eff.) Life +60.00 Pinning Resist +10% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +18% lightning +12% light +10% darkness A suit of armour made of leather. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Nature When used to Attack: Weapon Damage 97% Range: 1.0x-1.2x Uses 150% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +62 On-hit +12 mind On Hit: * 13% chance to reduce armor by 40% While equipped: Stats +4 Str +3 Mag +5 Con offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +2 Fatigue +8% Mind save +6 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.4x Uses 70% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 Auto Reload 3 On-ranged-hit +18 light Damage Against +8% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +5% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Senahi the Shalore Temporal Warden level 17
2nd Haze 122nd year of Ascendancy at 09:32 see stats
By Senahi the Shalore Temporal Warden level 14
17th Dusk 122nd year of Ascendancy at 17:49 see stats
By Senahi the Shalore Temporal Warden level 23
1st Wintertide 123rd year of Ascendancy at 17:56 see stats
By Senahi the Shalore Temporal Warden level 19
80th Haze 122nd year of Ascendancy at 11:14 see stats
By Senahi the Shalore Temporal Warden level 28
14th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Senahi the Shalore Temporal Warden level 23
6th Decay 122nd year of Ascendancy at 08:58 see stats
By Senahi the Shalore Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 03:04 see stats
By Senahi the Shalore Temporal Warden level 20
80th Haze 122nd year of Ascendancy at 18:24 see stats
By Senahi the Shalore Temporal Warden level 19
60th Haze 122nd year of Ascendancy at 08:32 see stats
By Senahi the Shalore Temporal Warden level 24
2nd Wintertide 123rd year of Ascendancy at 19:10 see stats
By Senahi the Shalore Temporal Warden level 26
2nd Allure 123rd year of Ascendancy at 00:30 see stats
By Senahi the Shalore Temporal Warden level 9
5th Mirth 122nd year of Ascendancy at 15:39 see stats
By Senahi the Shalore Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 00:44 see stats
By Senahi the Shalore Temporal Warden level 24
2nd Wintertide 123rd year of Ascendancy at 13:27 see stats
By Senahi the Shalore Temporal Warden level 17
2nd Haze 122nd year of Ascendancy at 05:07 see stats
By Senahi the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 15:27 see stats
Log
Eilinytha the corrupted dendritic hemospinner uses Greater Weapon Focus.
Shadow fades for a moment and then reforms whole again!
Temporal hound resists!
Temporal hound resists!
Your shield crumbles under the damage!
The shield around Senahi crumbles.
Senahi loses sight!
Ivuna the corrupted protoplasmic controller's Acidfire cloud hits Senahi for (10 absorbed), 33 acid (33 total damage).
Ivuna the corrupted protoplasmic controller's Acidfire cloud hits Temporal hound for 53 acid damage.
Ivuna the corrupted protoplasmic controller's Acidfire cloud hits Temporal hound for 53 acid damage.
Ivuna the corrupted protoplasmic controller's Acidfire cloud hits Temporal hound for 53 acid damage.
Temporal hound hits Shadow for 0 temporal, 71 physical (71 total damage).
Corrupted dendritic hemospinner's Eyal's Wrath hits Senahi for (17 absorbed), 0 nature (0 total damage).
Corrupted dendritic hemospinner's Eyal's Wrath hits Temporal hound for 25 nature damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Temporal hound for 25 nature damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Temporal hound for 25 nature damage.
Senahi casts Timeless.
Senahi recovers sight.
Senahi casts Command Hounds: Blink.
Senahi shoots!
Senahi warps space-time to equip: Epoch's Curve
Charbright the quiver of ash arrows.
Senahi's Shoot performs a ranged critical strike against Shadow!
Shadow fades for a moment and then reforms whole again!
Shadow casts Shadow Flames.
Shadow casts Shadow Lightning.
Senahi's Shoot hits Shadow for 0 physical, 28 physical, 24 arcane, 22 fire, 19 temporal, 21 temporal (114 total damage).
Shadow hits Senahi for 122 lightning damage.
Shadow hits Senahi for 151 fire damage.
Senahi the level 28 shalore temporal warden was volted to death by a shadow on level 1 of inside a giant tentacle.