











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 50 / 691% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 108 (base 60) |
Constitution | 72 (base 60) |
Magic | 152 (base 60) |
Willpower | 109 (base 60) |
Cunning | 84 (base 60) |
Resources
Life | 1416/1416 |
Mana | 433/433 |
Stamina | 474/474 |
Positive | 227/227 |
Healing Factor | 1.384297520661 |
Regeneration | 2.041838842975 |
Speed
Mental | +7.35% |
Attack | +7.35% |
Movement | +89.80790794526% |
Spell | +7.35% |
Global | +133.23333333333% |
Vision
Sight | 10 |
Lite | 13 |
See Stealth | 30.458178113843 |
See Invisible | 70.790298050751 |
Offense: Mainhand
Damage | 198 |
Accuracy | 86 |
Crit Chance | 67% |
APR | 60 |
Speed | 0.93 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 100% |
Speed | 0.93153237074988 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 50% |
Speed | 0.93153237074988 |
Offense: Damage Bonus
Blight | +54% |
Arcane | +133% |
Cold | +127% |
All | +19% |
Darkness | +49% |
Light | +82% |
Physical | +73% |
Lightning | +147% |
Mind | +32% |
Fire | +157% |
Nature | +34% |
Offense: Damage Penetration
Lightning | +109% |
Acid | +30% |
Cold | +90% |
Blight | +35% |
Arcane | +65% |
Fire | +124% |
All | +25% |
Defense: Base
Armour (hardiness) | 53.744533772571 (70.376569037657%) |
Defense | 108 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 86 |
Mental Save | 59 |
Defense: Resistances
Acid | + 68%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 35%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 49%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 66%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 1170 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1733% for 10 turns (1063 total) and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.3 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Meta | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Storm | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.60 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Power |
talent | Keen Senses |
talent | Spellcraft |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Disruption Shield |
talent | Tempest |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Thunderstorm |
talent | Wildfire |
talent | Blur Sight |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 Ungolรซ 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 Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 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 Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1116. | 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 |
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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed snow giant kidney. * You've found the needed vial of fire wyrm saliva. 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 vial of wight ectoplasm. * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. 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 hummerhorn wing. * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. * You've found the needed ritch stinger. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 killed both Ukllmswwik and Slasul, betraying them both. | 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 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. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+0 eff.) Fatigue +8% Poison Storm: Level 3.9 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 60.23 blight damage and is poisoned for 240.91 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 61%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 35%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Quiver | ![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Mag 50% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +4 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +13% mind ----- def ----- Armour +6 Defense +11 (+2 eff.) Phys.save +22 (+6 eff.) Spell.save +20 (+4 eff.) Mind.save +16 (+4 eff.) Die.at -20.00 life Cut- +20% Silence- +20% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +12 Str +7 Mag +13 Wil +5 Con dps ---------- Spell.crit +5% Dmg.mod +20% blight +20% arcane Res.pen +5% acid +15% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 53% ----- def ----- Armour +5 Fatigue +5% Resists +9% nature +3% fire Phys.save +13 (+4 eff.) Mind.save +24 (+6 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +30 (+5 eff.) Dmg.mod +15% nature +12% cold Res.pen +15% cold Phasing +20% ----- def ----- Resists +6% acid Spell.save +9 (+2 eff.) ---------- misc Max.vim +53.39 Fire a magical bolt dealing 565 acid damage Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 8.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 940.29 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +19 (+4 eff.) Melee+ 40 light Ranged+ 23 light Dmg.mod +18% light +7% all Rings can have magical properties. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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 66/200 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." |
On hands | ![]() 1.5 T2 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 5 acid 4 fire 3 cold 6 arcane 3 lightning Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +8 Mag +7 Wil dps ---------- Dmg.mod +54% lightning +38% physical +32% cold Res.pen +20% cold ----- def ----- Resists +54% lightning +17% cold +22% physical +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Tarrasca. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+1 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.6 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 489.48 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Cun +2 Con dps ---------- Spell.crit +2% Crit.mult +20.00% Dmg.mod +12% physical Res.pen +10% blight Acc +10 (+2 eff.) ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (93% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Inflicts 697.34 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 21/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 47.23 cold and 35.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind +10% temporal Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Resists +10% temporal Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Nature Power 57.5 - 86.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +58 fire On Hit: 20% Curse of Defenselessness 5 While equipped: dps ---------- All.spd +8% Res.pen +21% fire Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +12% physical Acc +35 (+7 eff.) Massive two-handed battleaxes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.3% 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 (+5 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 192 to 384 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. |
![]() 4.0 T5 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +17% all Acc +26 (+5 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego] Master Power 58.0 - 81.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +35.00% Apr +12 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str +4 Dex dps ---------- Phys.spd +10% Dmg.mod +12% physical Acc +46 (+9 eff.) Blunt and deadly. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Con dps ---------- Spell.crit +15% Crit.mult +17.00% Spell.pwr +26 (+4 eff.) Dmg.mod +30% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% cold +6% fire Die.at -80.00 life HP.reg +2.40 Heal.mod +42% Disease- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +21% Crit.mult +14.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light ----- def ----- Armour +11 Defense +9 (+1 eff.) ---------- misc Wards +3 light Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego] Master Power 71.5 - 114.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +19 (+4 eff.) ----- def ----- Defense +16 (+2 eff.) Disarm- +50% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 52.5 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% all Acc +46 (+9 eff.) Apr +13 ----- def ----- Defense +20 (+3 eff.) Disarm- +66% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Arcane/Master Power 54.5 - 87.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 162 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +21.0% Crit.mult +24.00% Dmg.mod +21% lightning Res.pen +28% lightning Apr +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Nature/Master Power 74.0 - 118.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +16 Str +14 Dex +12 Mag +10 Wil +13 Cun +17 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego] Arcane Power 51.5 - 82.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +40 Crit +4.0% Atk.spd 100% Phasing +19% On Hit.r1 +26 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane Power 54.0 - 86.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Death 5 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 54.5 - 87.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 423 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +9 (+2 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master Power 52.0 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +47.00% Res.pen +19% physical Acc +35 (+7 eff.) Apr +40 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 nature While equipped: dps ---------- Res.pen +15% physical Acc +11 (+2 eff.) Apr +12 One-handed war axes. |
![]() 1.0 T5 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Resists +15% fire +14% cold Spell.save +12 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +9 Mag ---------- misc Mana/turn +0.60 Max.mana +48.00 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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 +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- 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. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +7 Mag +8 Wil dps ---------- Dmg.mod +22% lightning ----- def ----- Resists +33% lightning +15% all ---------- misc Mana/turn +0.27 Psi/turn +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Apr +13 ----- def ----- Armour +5 Fatigue +4% ---------- misc Stam/turn +0.80 Max.stam +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +11 (+2 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +4 Fatigue +3% Resists +1% physical Crit.dmg- 15.00% Spell.save +12 (+2 eff.) HP.reg +6.00 Heal.mod +36% Teleport- +10% ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 6.4 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 205.37 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Armour +0 Defense +6 (+1 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.6 Pwr.cost 42 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 329.44 fire and 221.44 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 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +15% fire +14% lightning +9% cold A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +22% mind Mind.save +30 (+7 eff.) Confus- +36% A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Cun +6 Con ----- def ----- Armour +15 Defense +17 (+3 eff.) Fatigue +12% Mind.save +25 (+6 eff.) Max.HP +81.00 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +22% lightning +13% light +19% darkness A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Master While equipped: ----- def ----- Armour +24 Fatigue +15% Phys.save +12 (+3 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Str +11 Dex dps ---------- Acc +16 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Random Unique] Nature/Master/Psionic Power 55.5 - 77.7 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +13.5% Capacity 21 Ranged+ +33 cold +47 physical On Hit.r1 +8 cold On Crit.r2 +14 cold On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 71% * 20% chance to knock the target back 3 spaces and deal 287 physical damage On Crit: * Wound the target dealing 423 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Arcane Power 53.0 - 74.2 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +2.5% Capacity 20 Proj.spd +200% Ranged+ +26 light Against +32% Undead On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane Power 50.5 - 70.7 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +26 blight +23 light Against +36% Undead On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 42 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 6.4 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 205.37 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Wil +5 Cun ----- def ----- Fatigue -5% Resists +9% mind Mind.save +9 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 6.4 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 153.72 cold damage and 117.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Cun +3 Wil ----- def ----- Defense +10 (+1 eff.) Crit.dmg- 15.00% Phys.save +8 (+2 eff.) Heal.mod +13% ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1082.72 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Rare] Arcane Power 64.0 - 76.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +30 Crit +7.0% Capacity 49 Rld cld 4 Proj.spd +226% Ranged+ +23 arcane +20 physical On Crit.r2 +23 acid While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Master Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 50.0 - 60.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 24 Rld cld 3 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 718 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +6 Phasing +20% Melee Ret 10 darkness ----- def ----- Resists +9% fire ---------- misc Mana/turn +0.12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 140 lightning damage and will be dazed for 1 turn (701 total damage) Puts all charms on 15 cooldown 100% to heal for 67. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 299.88 temporal and 375.48 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Mordimer the Skeleton Archmage level 27
31st Haze 122nd year of Ascendancy at 11:54 see stats
By Mordimer the Skeleton Archmage level 28
43rd Haze 122nd year of Ascendancy at 02:03 see stats
By Mordimer the Skeleton Archmage level 26
28th Haze 122nd year of Ascendancy at 01:55 see stats
By Mordimer the Skeleton Archmage level 20
19th Haze 122nd year of Ascendancy at 07:10 see stats
By Mordimer the Skeleton Archmage level 30
63rd Haze 122nd year of Ascendancy at 02:35 see stats
By Mordimer the Skeleton Archmage level 30
7th Allure 123rd year of Ascendancy at 07:43 see stats
By Mordimer the Skeleton Archmage level 44
8th Mirth 123rd year of Ascendancy at 11:41 see stats
By Mordimer the Skeleton Archmage level 29
62nd Haze 122nd year of Ascendancy at 09:23 see stats
By Mordimer the Skeleton Archmage level 48
4th Flare 123rd year of Ascendancy at 08:58 see stats
By Mordimer the Skeleton Archmage level 33
43rd Regrowth 123rd year of Ascendancy at 22:46 see stats
By Mordimer the Skeleton Archmage level 6
2nd Mirth 122nd year of Ascendancy at 18:47 see stats
By Mordimer the Skeleton Archmage level 34
69th Regrowth 123rd year of Ascendancy at 16:23 see stats
By Mordimer the Skeleton Archmage level 28
60th Haze 122nd year of Ascendancy at 07:49 see stats
By Mordimer the Skeleton Archmage level 36
74th Regrowth 123rd year of Ascendancy at 04:57 see stats
By Mordimer the Skeleton Archmage level 50
4th Flare 123rd year of Ascendancy at 21:27 see stats
By Mordimer the Skeleton Archmage level 17
59th Dusk 122nd year of Ascendancy at 21:14 see stats
By Mordimer the Skeleton Archmage level 20
1st Haze 122nd year of Ascendancy at 11:14 see stats
By Mordimer the Skeleton Archmage level 44
2nd Flare 123rd year of Ascendancy at 05:15 see stats
By Mordimer the Skeleton Archmage level 35
69th Regrowth 123rd year of Ascendancy at 17:14 see stats
By Mordimer the Skeleton Archmage level 40
23rd Pyre 123rd year of Ascendancy at 18:14 see stats
By Mordimer the Skeleton Archmage level 17
50th Dusk 122nd year of Ascendancy at 23:40 see stats
By Mordimer the Skeleton Archmage level 32
7th Allure 123rd year of Ascendancy at 08:52 see stats
By Mordimer the Skeleton Archmage level 10
1st Summertide 122nd year of Ascendancy at 01:41 see stats
By Mordimer the Skeleton Archmage level 20
79th Dusk 122nd year of Ascendancy at 06:58 see stats
By Mordimer the Skeleton Archmage level 30
62nd Haze 122nd year of Ascendancy at 22:43 see stats
By Mordimer the Skeleton Archmage level 40
23rd Pyre 123rd year of Ascendancy at 11:52 see stats
By Mordimer the Skeleton Archmage level 50
4th Flare 123rd year of Ascendancy at 21:10 see stats
By Mordimer the Skeleton Archmage level 28
47th Haze 122nd year of Ascendancy at 21:05 see stats
By Mordimer the Skeleton Archmage level 43
68th Pyre 123rd year of Ascendancy at 14:45 see stats
By Mordimer the Skeleton Archmage level 41
25th Pyre 123rd year of Ascendancy at 01:53 see stats
By Mordimer the Skeleton Archmage level 42
39th Pyre 123rd year of Ascendancy at 02:21 see stats
By Mordimer the Skeleton Archmage level 43
58th Pyre 123rd year of Ascendancy at 20:24 see stats
By Mordimer the Skeleton Archmage level 27
35th Haze 122nd year of Ascendancy at 07:08 see stats
By Mordimer the Skeleton Archmage level 28
59th Haze 122nd year of Ascendancy at 21:54 see stats
By Mordimer the Skeleton Archmage level 16
50th Dusk 122nd year of Ascendancy at 10:19 see stats
By Mordimer the Skeleton Archmage level 29
60th Haze 122nd year of Ascendancy at 08:50 see stats
By Mordimer the Skeleton Archmage level 50
4th Flare 123rd year of Ascendancy at 21:26 see stats
By Mordimer the Skeleton Archmage level 28
43rd Haze 122nd year of Ascendancy at 02:03 see stats
By Mordimer the Skeleton Archmage level 50
4th Flare 123rd year of Ascendancy at 21:27 see stats
By Mordimer the Skeleton Archmage level 44
2nd Flare 123rd year of Ascendancy at 09:08 see stats
By Mordimer the Skeleton Archmage level 12
4th Flare 122nd year of Ascendancy at 10:09 see stats
By Mordimer the Skeleton Archmage level 34
52nd Regrowth 123rd year of Ascendancy at 05:53 see stats
By Mordimer the Skeleton Archmage level 21
22nd Haze 122nd year of Ascendancy at 07:33 see stats
By Mordimer the Skeleton Archmage level 12
4th Flare 122nd year of Ascendancy at 13:38 see stats
By Mordimer the Skeleton Archmage level 25
27th Haze 122nd year of Ascendancy at 19:03 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 9 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
Ran for 2 turns (stop reason: interesting terrain).
Mordimer deactivates Essence of Speed.
Mordimer deactivates Wildfire.
Mordimer deactivates Tempest.
Mordimer deactivates Keen Senses.
Mordimer deactivates Phantasmal Shield.
Mordimer deactivates Thunderstorm.
The furious lightning storm around Mordimer calms down and disappears.
Mordimer deactivates Arcane Power.
Mordimer deactivates Spellcraft.
Mordimer deactivates Hurricane.
Mordimer deactivates Stone Skin.
Mordimer deactivates Daunting Presence.
Mordimer deactivates Shielding.
Mordimer deactivates Blur Sight.
Mordimer deactivates Chant of Resistance.
Mordimer deactivates Disruption Shield.
Mordimer deactivates Feather Wind.