Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Forbidden Cults 1.6.0Official 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 | Normal Adventure |
Sex | Male |
Race | Maj'Eyal Orc |
Class | Temporal Warden |
Level / Exp | 41 / 12% |
Size | medium |
Lifes / Deaths | Killed by Ivakira the rogue at level 15 on the 13rd Dusk 122nd year of Ascendancy at 17:18 3 / 4Killed by Doomed Shade of Nedig at level 38 on the 74th Pyre 123rd year of Ascendancy at 04:38 Killed by Doomed Shade of Nedig at level 38 on the 74th Pyre 123rd year of Ascendancy at 06:33 Killed by Nedig at level 38 on the 2nd Summertide 123rd year of Ascendancy at 06:07 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 68 (base 59) |
Constitution | 21 (base 11) |
Magic | 92 (base 60) |
Willpower | 53 (base 37) |
Cunning | 30 (base 18) |
Resources
Life | 1352/1352 |
Paradox | 300 |
Healing Factor | 1.5263874345549 |
Regeneration | 5.4186753926699 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61.80425806594% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 36.594776448661 |
See Invisible | 54.594776448661 |
Offense: Mainhand
Damage | 188 |
Accuracy | 81 |
Crit Chance | 23% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 14% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Temporal | +9% |
Lightning | +26% |
Physical | +78% |
Cold | +16% |
All | 0% |
Offense: Damage Penetration
Lightning | +43% |
Temporal | +35% |
Arcane | +48% |
Physical | +52% |
All | +23% |
Defense: Base
Armour (hardiness) | 27 (49.309173272933%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 35 |
Mental Save | 40 |
Defense: Resistances
Blight | + 46%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 48%( 70%) |
All | + 15%( 70%) |
Lightning | + 35%( 70%) |
Light | + 25%( 70%) |
Physical | + 38%( 70%) |
Fire | + 36%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Silence Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 20% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 5 nature, 3 blight |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 560 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 147 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. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.45 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Temporal Hounds |
talent | Chant of Fortitude |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by bandit. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 800. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | blood-soaked pair of hardened leather boots of speed (0 def, 3 armour) blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Armour: +3 Movement speed: +25% A pair of boots made of leather. |
Quiver | Haletar the Smolderquick (21/21, 44-61.6 power, 14 apr) Haletar the Smolderquick (21/21, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 23 * 25% chance for lightning to strike from the target to a second target dealing 90 damage * 20% chance to knock the target back 3 spaces and deal 137 physical damage Damage (Ranged): +8 fire / +38 physical Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
Light source | nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +15.00% Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +11 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat 'Malaregoroldir' (12 def, 4 armour) cashmere wizard hat 'Malaregoroldir' (12 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +25% fire / +12% light / +7% cold Poison immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Tool | Galeburst [power 314] (15 cooldown) Galeburst [power 314] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+6 eff.) Armour: +4 Defense: +30 (+8 eff.) Changes resistances: +6% nature / +12% lightning Changes resistances penetration: +15% physical It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Duskspitter' steel ring 'Duskspitter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +4 Changes stats: +3 Dex / +3 Con Changes damage: +9% darkness Physical save: +6 (+3 eff.) Light radius: +3 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | warden's elven-wood longbow of piercing warden's elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Ammo reloads per turn: +5 Changes stats: +3 Mag Changes resistances penetration: +14% physical / +12% temporal / +12% all Changes damage: +17% physical / +9% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | elven-silk robe 'Ivydamira' (0 def, 4 armour) elven-silk robe 'Ivydamira' (0 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +4 Changes stats: +7 Str / +5 Mag / +7 Wil Changes resistances: +12% lightning / +27% physical / +17% blight / +12% cold / +15% all Changes damage: +20% lightning / +61% physical / +16% cold Critical mult.: +10.00% Life regen: +3.30 Maximum life: +81.00 Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Strikewisp' (3 def, 0 armour) elven-silk cloak 'Strikewisp' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +36 (+7 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +20% lightning / +25% arcane Changes damage: +6% lightning Critical mult.: +23.00% Stealth bonus: +7 Maximum life: +87.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Galokath the hardened leather belt Galokath the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +6% temporal Mental save: +10 (+4 eff.) Blindness immunity: +20% Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +178.00 Healing mod.: +20% A belt that goes around your waist. |
pair of hardened leather boots of void walking (0 def, 3 armour) pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% darkness / +18% temporal Changes resistances penetration: +13% darkness / +12% temporal Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
heroic voratun gauntlets of spellstriking (0 def, 7 armour) heroic voratun gauntlets of spellstriking (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Damage (Melee): 4 arcane Changes stats: +5 Mag / +9 Wil Changes resistances: +10% arcane Changes damage: +7% arcane Mental save: +8 (+3 eff.) Maximum life: +40.00 Spellpower: +10 (+4 eff.) 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. |
barbed quiver of dragonbone arrows of crippling (17/20, 71-99.4 power, 18 apr) barbed quiver of dragonbone arrows of crippling (17/20, 71-99.4 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +32.0% Capacity: 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
58 alchemist bloodstone 58 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 568.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nedig the Maj'Eyal Orc Temporal Warden level 34
16th Pyre 123rd year of Ascendancy at 19:52 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 25
9th Allure 123rd year of Ascendancy at 09:12 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 34
14th Pyre 123rd year of Ascendancy at 19:08 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 37
63rd Pyre 123rd year of Ascendancy at 17:23 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 41
38th Dusk 123rd year of Ascendancy at 08:56 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 37
60th Pyre 123rd year of Ascendancy at 22:53 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 18
44th Dusk 122nd year of Ascendancy at 17:43 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 36
58th Pyre 123rd year of Ascendancy at 02:35 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 38
74th Pyre 123rd year of Ascendancy at 04:15 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 24
4th Allure 123rd year of Ascendancy at 12:35 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 17
21st Dusk 122nd year of Ascendancy at 01:02 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 31
70th Regrowth 123rd year of Ascendancy at 00:40 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 18
22nd Dusk 122nd year of Ascendancy at 02:43 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 20
61st Haze 122nd year of Ascendancy at 18:37 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 31
56th Regrowth 123rd year of Ascendancy at 17:37 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 14:24 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 20
47th Haze 122nd year of Ascendancy at 23:32 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 30
22nd Regrowth 123rd year of Ascendancy at 19:39 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 40
35th Dusk 123rd year of Ascendancy at 19:00 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 20
61st Haze 122nd year of Ascendancy at 18:37 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 19
21st Haze 122nd year of Ascendancy at 08:50 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 38
1st Mirth 123rd year of Ascendancy at 04:42 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 27
18th Regrowth 123rd year of Ascendancy at 10:29 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 36
58th Pyre 123rd year of Ascendancy at 08:32 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 25
9th Allure 123rd year of Ascendancy at 09:12 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 9
4th Mirth 122nd year of Ascendancy at 00:06 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 25
9th Allure 123rd year of Ascendancy at 09:12 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 39
20th Dusk 123rd year of Ascendancy at 16:48 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 11
8th Mirth 122nd year of Ascendancy at 20:06 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 39
18th Dusk 123rd year of Ascendancy at 04:51 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 18
9th Haze 122nd year of Ascendancy at 19:26 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 30
38th Regrowth 123rd year of Ascendancy at 10:51 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 18
22nd Dusk 122nd year of Ascendancy at 03:09 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 33
14th Pyre 123rd year of Ascendancy at 08:55 see stats
By Nedig the Maj'Eyal Orc Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 19:06 see stats
Log
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Nedig drops on the floor: Crystal Focus.
Your Crystal Focus is magically sorted by the storage room.
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Nedig picks up (j.): Windborne Azurite.
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Nedig drops on the floor: Windborne Azurite.
Your Windborne Azurite is magically sorted by the storage room.
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There is an item here: Shard of Crystalized Time
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There is an item here: Bindings of Eternal Night (12 def, 12 armour)
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You transfer Dúathedlen Heart to the online item's vault.
Saving done.
Saving game...
Saving done.
--------------------------------
Nedig deactivates Phase Pulse.
Nedig deactivates Weapon Folding.
Nedig deactivates Temporal Hounds.
Nedig deactivates Contingency.
Nedig deactivates Chant of Fortitude.