









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 50 / 1189% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 45 (base 10) |
Dexterity | 92 (base 53) |
Constitution | 82 (base 60) |
Magic | 125 (base 60) |
Willpower | 45 (base 12) |
Cunning | 67 (base 37) |
Resources
Life | 1818/1818 |
Mana | 449/449 |
Paradox | 216 |
Healing Factor | 1.4294172276306 |
Regeneration | 23.228029948997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +88.967548015722% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 37.242666276432 |
See Invisible | 47.242666276432 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 167 |
Accuracy | 66 |
Crit Chance | 31% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 66 |
Crit Chance | 43% |
APR | 27 |
Speed | 0.90 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Lightning | +40% |
Cold | +64% |
Temporal | +86% |
Blight | +41% |
Physical | +65% |
Fire | +40% |
All | +15% |
Offense: Damage Penetration
Darkness | +64% |
Temporal | +85% |
Acid | +40% |
Physical | +45% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 47 (91.987013568881%) |
Defense | 109 |
Ranged Defense | 109 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 64 |
Mental Save | 58 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Physical | + 62%( 70%) |
Lightning | + 67%( 70%) |
Light | + 48%( 70%) |
Temporal | + 80%( 80%) |
Mind | + 40%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 67%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.40 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.40 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Contingency |
talent | Premonition |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is moving is 69% 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 Ungolรซ 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 Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)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 improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by red jelly. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | 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 Shardskin. * 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1981. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 | active |
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 within20 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con offense ------ Ignore resists +39% darkness +40% temporal When Hit 2 lightning defense ------ Armor +5 Defense +30 (+5 eff.) Fatigue +4% Resistance +6% acid +60% temporal +59% darkness Physical save +25 (+6 eff.) Mind save +24 (+7 eff.) Silence Resist +25% Stun Resist +25% Out-of-Phase Defense +58 Out-of-Phase Resistance +37% Out-of-Phase Resilience +56% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +1 Wil +6 Con offense ------ Damage +6% temporal Ignore Shields +20% On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Resistance +14% blight Spell save +9 (+2 eff.) Life +80.00 Life Regen +16.00 other ------- Mana/turn +0.16 Max vim +10.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Damage +24% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Resistance +9% darkness +18% cold Mind save +12 (+4 eff.) Life +149.00 Blind Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% acid When Hit 2 acid defense ------ Resistance +12% blight +6% fire +3% physical Disease Resist +10% Confus Resist +20% Sting an enemy dealing 340 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +26% blight defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +26% blight +6% lightning Mind save +3 (+1 eff.) Unlife -20.00 life Confus Resist +20% Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +10 Mag offense ------ Physical Power +34 (+9 eff.) Spellpower +33 (+7 eff.) Mindpower +34 (+10 eff.) On-Hit 23 physical On-Ranged-Hit 32 physical Damage +6% all Ignore resists +15% cold When Hit 10 darkness On-Hit (Melee): * 44% chance to reduce all saves and defense by 33 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 33 defense ------ Resistance +9% darkness +3% mind Spell save +20 (+5 eff.) other ------- Hate-on-crit +3.00 Max hate +14.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 110% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 145 temporal damage and slows enemies in radius 6 of the target by 155% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 7.7 Power cost 10 out of 10/10. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 114% damage. Then teleport next to a second random enemy, attacking for 114% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+5 eff.) Mind save +20 (+6 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 3.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 8 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% 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: 5 acid, 2 physical, 5 light, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 65 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 637 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.9 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 21 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 3.2 Power cost 50 out of 80/80. Range melee/personal Cooldown: 34 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Chronomancy/Temporal Guardian Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +5 Mag +5 Wil +4 Cun +8 Con defense ------ Resistance +21% lightning Stun Resist +34% other ------- See Invis +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +18 Lck offense ------ Accuracy +14 (+3 eff.) defense ------ Defense +17 (+3 eff.) Resist unseen 14% other ------- Masteries +0.40 Cunning/Survival +0.40 Chronomancy/Temporal Combat Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 27/30 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 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +9 (+2 eff.) Mindpower +6 (+2 eff.) Damage +11% blight +3% arcane +5% all Ignore resists +10% arcane When Hit 2 light defense ------ Resistance +11% blight +5% arcane Blind Resist +21% other ------- Light +2 Infravision +3 See Stealth +8 See Invis +11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +13% arcane Ignore resists +10% blight +10% temporal defense ------ Resistance +9% darkness +18% cold +13% arcane +6% fire Life Regen +4.00 Cut Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 322.49 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun offense ------ Damage +9% mind Ignore resists +15% mind defense ------ Resistance +6% light Mind save +11 (+3 eff.) Life +80.00 Confus Resist +40% Knockbk Resist +20% other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +11 (+3 eff.) defense ------ Life Regen +6.00 Stun Resist +40% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +3 Wil +9 Con offense ------ Physical Power +25 (+6 eff.) defense ------ Physical save +9 (+2 eff.) Unlife -80.00 life Life +39.00 Disarm Resist +39% Pinning Resist +44% Knockbk Resist +47% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 59.0 - 88.5 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +41 lightning +40 cold While equipped: offense ------ Move Speed +70% Ignore resists +35% lightning +26% cold +19% all Accuracy +35 (+9 eff.) Ignore Armor +14 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 53.5 - 69.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 mind On-Hit, radius 1 +12 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage While equipped: Stats +4 Cun offense ------ Physical Crit +15.0% Critical power +34.00% Ignore resists +25% acid +13% physical Accuracy +22 (+5 eff.) Ignore Armor +29 On-Hit (Melee): * 20% chance to reduce armor by 45% other ------- See Invis +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 90% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.45 acid and 31.68 blight damage. If not cleared after five turns it will inflict 179.86 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Dex, 20% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 226.24 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 temporal While equipped: defense ------ Resistance +15% temporal Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +200% On-ranged-hit +17 acid While equipped: Stats +9 Cun offense ------ Physical Crit +2.0% Combat Speed +10% Damage +27% acid +27% physical +24% temporal Ignore resists +12% physical +21% temporal defense ------ Resistance +12% acid +3% darkness Life +80.00 Poison Resist +10% other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 71.88 arcane and 71.88 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+5 eff.) other ------- Talents +1 Soul Purge Evasion: (Instant) Effective talent level: 4.5 Power cost 19 out of 19/19. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 57.5 - 80.5 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +16 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +7 Cun +13 Con offense ------ Physical Crit +13.0% Ignore resists +15% nature When Hit 2 acid defense ------ Resistance +12% lightning +6% temporal +6% blight Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +40 acid +40 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Ignore resists +20% acid +19% nature Ignore Armor +15 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane Weapon Damage 41.0 - 57.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 temporal On Hit: * Create an explosion dealing 128 fire damage (1/turn) While equipped: offense ------ Damage +30% fire Ignore resists +29% fire defense ------ Resistance +19% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +13 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 0% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+6 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range 4 Cooldown: 34 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 58 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 142/200 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." |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane Weapon Damage 38.0 - 53.2 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +14 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 35 While equipped: defense ------ Disease Resist +27% One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Dex +12 Cun +10 Lck offense ------ Physical Crit +9.0% Mind Crit +15% Mindpower +10 (+4 eff.) Damage +6% physical Ignore Armor +6 When Hit 8 physical defense ------ Armor +23 Resistance +6% cold +3% physical Physical save +14 (+3 eff.) Stealth +11 other ------- Disarm Traps +27 Infravision +6 Create a temporary shield that absorbs 410 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +9% fire Ignore resists +5% cold When Hit 2 fire defense ------ Resistance +6% cold Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 412, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +5 Wil +4 Cun offense ------ Physical Crit +3.0% defense ------ Defense +29 (+5 eff.) Physical save +16 (+4 eff.) Spell save +17 (+4 eff.) Mind save +18 (+5 eff.) Stealth +10 Life +48.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +15.00% On-Hit (Melee): * 10% chance to slow global speed by 61% defense ------ Defense +1 (+0 eff.) Resistance +3% nature Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +9 Wil +2 Cun offense ------ Critical power +10.00% Mindpower +15 (+5 eff.) Ignore resists +20% mind When Hit 6 mind defense ------ Armor +26 Defense +3 (+0 eff.) Resistance +10% acid +8% fire +10% lightning +62% cold Spell save +14 (+3 eff.) other ------- Psi when Hit +0.12 Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats +10 Str +7 Con defense ------ Defense +3 (+0 eff.) Physical save +12 (+3 eff.) Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +1 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Physical save +7 (+1 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Nature While equipped: offense ------ Accuracy +24 (+6 eff.) defense ------ Defense +3 (+0 eff.) Fatigue -9% Resistance +5% acid +7% fire +7% lightning +8% cold Life +71.00 other ------- Max stamina +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Damage +14% lightning +15% cold When Hit 6 arcane defense ------ Resistance +21% lightning +22% cold +7% blight +9% all Spell save +6 (+1 eff.) Life +54.00 Life Regen +2.30 Healmod +17% other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- 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 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +8 Con offense ------ Damage +27% nature +27% fire defense ------ Resistance +15% all +40% fire Poison Resist +44% Disease Resist +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Physical Power +11 (+3 eff.) Spellpower +11 (+3 eff.) Mindpower +8 (+3 eff.) Ignore Armor +3 defense ------ Armor +8 Resistance +6% fire +12% cold Physical save +3 (+0 eff.) Unlife -80.00 life other ------- Stamina/turn +1.00 Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 30 out of 40/40. Range melee/personal Cooldown: 24 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 43.69 blight damage and is poisoned for 174.75 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% 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. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Ignore resists +15% physical When Hit 12 temporal On-Hit (Melee): * 24% chance to reduce armor by 45% defense ------ Armor +5 Fatigue +4% Resistance +18% mind +18% temporal Stun Resist +24% Teleport Resist +24% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +10 Mag offense ------ Spellpower +8 (+2 eff.) Damage +9% acid +10% blight defense ------ Armor +5 Disease Resist +50% other ------- Stamina/turn +1.20 Max stamina +40.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +13 Fatigue +4% other ------- Infravision +2 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +5 Con offense ------ Ignore resists +10% physical Ignore Armor +2 defense ------ Armor +2 Resistance +5% arcane Unlife -80.00 life Disarm Resist +30% other ------- Stamina/turn +1.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +5 Cun +2 Wil offense ------ Damage +18% mind Ignore resists +10% darkness When Hit 10 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +5% Mind save +9 (+3 eff.) Life +58.00 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. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ Damage +21% acid defense ------ Armor +12 Defense +6 (+1 eff.) Fatigue +3% Resistance +8% acid +19% lightning +3% blight +8% fire +14% cold +4% all Physical save +8 (+2 eff.) Spell save +6 (+1 eff.) other ------- Infravision +3 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +2 Wil +2 Cun defense ------ Armor +4 Fatigue +4% Resistance +6% blight +15% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +10.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 348.4 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +21 Str defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 348.4 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: Stats +10 Con defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +13% temporal A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +8 Dex defense ------ Armor +5 Fatigue +5% Resistance +14% lightning +11% temporal Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 348.4 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: Stats +7 Mag +8 Wil +10 Con offense ------ Damage +11% arcane defense ------ Defense +3 (+0 eff.) Physical save +12 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 7.2 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 56.21 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Master While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Fatigue +12% Resistance +11% acid +13% physical +42% cold +12% lightning +12% fire A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +7.0% Ignore Armor +19 defense ------ Armor +8 Defense +33 (+5 eff.) Fatigue +8% Life Regen +8.00 other ------- Stamina/turn +3.60 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 6.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 127 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +11% acid +12% physical +13% cold +13% lightning +13% fire A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Wil offense ------ On shield block: * Deals 187 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +18% cold +19% physical Windwall +90 Slow Projectiles +35% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 192 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +13% light +15% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Cun +3 Dex defense ------ Armor +8 Resistance +9% darkness Life +138.00 Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 770.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 805.00 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 64.5 - 77.4 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +17.0% Capacity 20 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Disrupt/Master Weapon Damage 53.0 - 63.6 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 24 On Hit: * 16% chance to slow global speed by 61% 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 138 lightning damage and will be dazed for 1 turn (691 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance 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 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
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 Runukathunuka the Skeleton Temporal Warden level 31
20th Haze 122nd year of Ascendancy at 08:31 see stats
By Runukathunuka the Skeleton Temporal Warden level 22
57th Dusk 122nd year of Ascendancy at 14:31 see stats
By Runukathunuka the Skeleton Temporal Warden level 30
16th Haze 122nd year of Ascendancy at 16:36 see stats
By Runukathunuka the Skeleton Temporal Warden level 26
8th Haze 122nd year of Ascendancy at 06:11 see stats
By Runukathunuka the Skeleton Temporal Warden level 36
20th Regrowth 123rd year of Ascendancy at 09:24 see stats
By Runukathunuka the Skeleton Temporal Warden level 41
12nd Pyre 123rd year of Ascendancy at 17:42 see stats
By Runukathunuka the Skeleton Temporal Warden level 35
17th Regrowth 123rd year of Ascendancy at 07:25 see stats
By Runukathunuka the Skeleton Temporal Warden level 46
68th Pyre 123rd year of Ascendancy at 15:19 see stats
By Runukathunuka the Skeleton Temporal Warden level 18
35th Dusk 122nd year of Ascendancy at 07:42 see stats
By Runukathunuka the Skeleton Temporal Warden level 34
14th Regrowth 123rd year of Ascendancy at 04:34 see stats
By Runukathunuka the Skeleton Temporal Warden level 45
57th Pyre 123rd year of Ascendancy at 16:56 see stats
By Runukathunuka the Skeleton Temporal Warden level 34
14th Regrowth 123rd year of Ascendancy at 01:18 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
17th Dusk 123rd year of Ascendancy at 01:35 see stats
By Runukathunuka the Skeleton Temporal Warden level 17
24th Dusk 122nd year of Ascendancy at 23:23 see stats
By Runukathunuka the Skeleton Temporal Warden level 24
62nd Dusk 122nd year of Ascendancy at 16:30 see stats
By Runukathunuka the Skeleton Temporal Warden level 28
13rd Haze 122nd year of Ascendancy at 10:25 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
13rd Dusk 123rd year of Ascendancy at 19:49 see stats
By Runukathunuka the Skeleton Temporal Warden level 22
57th Dusk 122nd year of Ascendancy at 14:06 see stats
By Runukathunuka the Skeleton Temporal Warden level 19
40th Dusk 122nd year of Ascendancy at 21:52 see stats
By Runukathunuka the Skeleton Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 10:11 see stats
By Runukathunuka the Skeleton Temporal Warden level 20
41st Dusk 122nd year of Ascendancy at 13:18 see stats
By Runukathunuka the Skeleton Temporal Warden level 30
16th Haze 122nd year of Ascendancy at 04:53 see stats
By Runukathunuka the Skeleton Temporal Warden level 40
77th Regrowth 123rd year of Ascendancy at 14:32 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
8th Mirth 123rd year of Ascendancy at 17:10 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
13rd Dusk 123rd year of Ascendancy at 05:37 see stats
By Runukathunuka the Skeleton Temporal Warden level 44
33rd Pyre 123rd year of Ascendancy at 10:36 see stats
By Runukathunuka the Skeleton Temporal Warden level 32
40th Haze 122nd year of Ascendancy at 18:25 see stats
By Runukathunuka the Skeleton Temporal Warden level 31
18th Haze 122nd year of Ascendancy at 15:12 see stats
By Runukathunuka the Skeleton Temporal Warden level 28
13rd Haze 122nd year of Ascendancy at 19:19 see stats
By Runukathunuka the Skeleton Temporal Warden level 34
14th Regrowth 123rd year of Ascendancy at 06:56 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
17th Dusk 123rd year of Ascendancy at 01:34 see stats
By Runukathunuka the Skeleton Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 04:37 see stats
By Runukathunuka the Skeleton Temporal Warden level 33
10th Regrowth 123rd year of Ascendancy at 17:05 see stats
By Runukathunuka the Skeleton Temporal Warden level 50
17th Dusk 123rd year of Ascendancy at 01:35 see stats
By Runukathunuka the Skeleton Temporal Warden level 7
8th Mirth 122nd year of Ascendancy at 21:13 see stats
By Runukathunuka the Skeleton Temporal Warden level 21
54th Dusk 122nd year of Ascendancy at 17:03 see stats
By Runukathunuka the Skeleton Temporal Warden level 38
59th Regrowth 123rd year of Ascendancy at 21:53 see stats
By Runukathunuka the Skeleton Temporal Warden level 24
62nd Dusk 122nd year of Ascendancy at 15:43 see stats
By Runukathunuka the Skeleton Temporal Warden level 16
19th Dusk 122nd year of Ascendancy at 23:46 see stats
By Runukathunuka the Skeleton Temporal Warden level 29
16th Haze 122nd year of Ascendancy at 04:53 see stats
Log
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
Spacetime feels more stable.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 521 healing.
Talent Precognition is ready to use.
The shield around High Sun Paladin Aeryn crumbles.
Runukathunuka casts Precognition.
Rested for 21 turns (stop reason: all resources and life at maximum).
Runukathunuka picks up (0.): voratun longsword of evisceration (44-62 power, 6 apr).
Runukathunuka picks up ( .): wrathful voratun shield (0 def, 10 armour, 197.5 block).
Talent Precognition is ready to use.
Runukathunuka casts Precognition.
Ran for 13 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
You cannot do that on the world map.
Saving game...
Saving done.
Today is the 18th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.