











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 1412% |
| Size | medium |
| Lifes / Deaths | Killed by Doomed Shade of What... at level 50 on the 17th Haze 124th year of Ascendancy at 10:28 / 1 |
Primary Stats
| Strength | 35 (base 14) |
| Dexterity | 100 (base 63) |
| Constitution | 43 (base 34) |
| Magic | 122 (base 62) |
| Willpower | 95 (base 58) |
| Cunning | 30 (base 11) |
Resources
| Life | -17/1458 |
| Mana | 390/819 |
| Equilibrium | 20 |
| Paradox | 447 |
| Healing Factor | 1.0097742564935 |
| Regeneration | 34.584768284902 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | -9.9920072216264E-13% |
| Movement | +15.000000000004% |
| Spell | -9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3.1464265445105 |
| See Stealth | 34.299750701883 |
| See Invisible | 34.299750701883 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 298 |
| Accuracy | 73 |
| Crit Chance | 55% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Acid | +33% |
| Light | +19% |
| Temporal | +95% |
| Cold | +27% |
| Physical | +87% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +57% |
| Fire | +50% |
| Temporal | +100% |
| Mind | +40% |
| Physical | +80% |
| Cold | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 31 (69.687909656376%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 47 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 45%( 70%) |
| Physical | + 48%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 58%( 70%) |
| Lightning | + 55%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Silence Resistance | 31% |
| Disarm Resistance | 38% |
| Knockback Resistance | 50% |
| Confusion Resistance | 41% |
| Stun Resistance | 100% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 710 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Mayidalle the wolf. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1639. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +11% darkness +16% temporal Silence- +31% Confus- +31% Stun/Frz- +27% Def/telep +18 Res/telep +12% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of dragonbone arrows of annihilation (24/24, 82-114 power, 32 apr)3.0 T5 arrow ammo [Ego++] Master Power 81.5 - 114.1 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +32 Crit +32.0% Capacity 24 Proj.spd +200% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Beledakira the Pyrestoker1.0 T5 lite [Rare] Master While equipped: Stats +6 Dex +4 Mag dps ---------- Res.pen +25% fire ----- def ----- Resists +15% temporal +12% cold Crit.chn- 15.00% HP.reg +4.00 ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Shinewild the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce damage dealt by 25% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +18% light +6% darkness A cap made of leather. |
| Tool | voratun torque of psionic shield 'Dairinik' [power 165] (25 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% acid Res.pen +15% mind ----- def ----- Resists +18% acid Setup a psionic shield, reducing all damage taken by 165 for 5 turns Puts all charms on 25 cooldown 100% to gain a 31% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Hurythad'0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +6% acid ----- def ----- Resists +3% lightning +3% temporal +6% fire +6% nature +21% cold Spell.save +3 (+1 eff.) Max.HP +88.00 HP.reg +24.00 Heal.mod +17% Stun/Frz- +99% Rings make your fingers look great! |
| On fingers | voratun Windborne Azurite ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +8 Dex +15 Mag +15 Wil +8 Cun +4 Con dps ---------- Spell.pwr +27 (+7 eff.) Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Resists +6% lightning +6% cold Ignore.dmg +8% Affinity +20% lightning Max.HP +38.00 Disarm- +38% Pinning- +50% Knockbk- +50% ---------- misc Infravis +3 Rings make your fingers look great! |
| Around waist | Bregeyazor the Pitchsaw1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +11.0% Crit.mult +21.00% Phys.pwr +12 (+3 eff.) Dmg.mod +6% temporal Res.pen +20% darkness +5% temporal On Hit (Melee): * 10% chance to reduce armor by 42% * 24% chance to gain 10% of a turn (3/turn limit) * 24% chance to reduce damage dealt by 25% ----- def ----- Armour +14 Defense +14 (+3 eff.) Phys.save +25 (+9 eff.) A belt that goes around your waist. |
| In main hand | Frigidumbra the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +12 blight While equipped: Stats +12 Dex dps ---------- Dmg.mod +44% physical +60% temporal Res.pen +46% temporal +45% physical +30% cold Phasing +30% ---------- misc Equi/ret +0.20 Vim/s.crit +2.41 Cooldown Arrow Stitching -2 Longbows are used to shoot arrows at your foes. |
| On hands | heroic voratun gauntlets of regeneration (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+4 eff.) Max.HP +71.00 HP.reg +4.00 ---------- misc Stam/turn +0.50 Psi/turn +0.27 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | ancient elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +14% acid +22% temporal +15% fire +20% cold +36% physical Res.pen +11% temporal +10% physical ----- def ----- Resists +10% acid +18% physical +16% fire +15% cold +15% all Anom.red +14 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | restorative cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +13% blight +17% fire +12% nature +15% light Stealth +10 HP.reg +4.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding voratun amulet of murder0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +8 (+2 eff.) Apr +16 ----- def ----- Resists +20% lightning Stun/Frz- +32% Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 116.19 physical damage and 132.97 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 589%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 589% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 120; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 120 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. |
shatter afflictions rune of the wizard (absorb 146; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +12% darkness Blind- +23% Amulets make your neck look great! |
wanderer's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +17% ---------- misc Stam/turn +0.50 Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
stralite bloodstone ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Dex +8 Cun +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +18% darkness +15% lightning Res.pen +10% lightning Acc +12 (+3 eff.) Melee Ret 10 nature On Hit (Melee): * 21% chance to slow global speed by 58% ----- def ----- Resists +3% lightning +36% darkness +3% nature Stun/Frz- +60% Rings make your fingers look great! |
stralite quartz ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +14 (+4 eff.) Stun/Frz- +30% ---------- misc Max.stam +27.00 Rings make your fingers look great! |
voratun bloodstone ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +13 (+3 eff.) Apr +15 ----- def ----- Defense +13 (+3 eff.) Stun/Frz- +60% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring of sensing0.1 T5 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +50% ---------- misc Infravis +6 See.Stealth +22 See.Invis +19 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
quick voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 37.5 - 48.8 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +12.0% Phys.spd +10% Acc +15 (+4 eff.) Sharp, short and deadly. |
Emyta the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +59 acid +120 fire +33 nature While equipped: Stats +2 Str +8 Dex +1 Wil dps ---------- All.spd +16% Res.pen +35% acid +38% fire +30% nature +23% all Acc +35 (+8 eff.) Apr +43 ----- def ----- Resists +3% nature +5% arcane ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
acidic voratun mace of crippling (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 44.5 - 62.3 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Phys.crit +12.0% Blunt and deadly. |
horrifying living mindstar of frost (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 18 cold 8 mind 5 darkness Dmg.mod +14% cold +6% mind +7% darkness Res.pen +10% cold ----- def ----- Armour +14 Resists +16% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
bloodlich's dragonbone starstaff of might (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +8 Cun +4 Con dps ---------- Spell.crit +15% Crit.mult +18.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% physical ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +49.00 Max.N.En +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty voratun steamgun of acid4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 acid Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +18% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
drakeskin leather belt 'Eclipsepiercer'1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Wil +5 Cun +5 Con dps ---------- Dmg.mod +24% mind ----- def ----- Resists +13% fire +6% darkness +14% cold Crit.chn- 15.00% ---------- misc Max.psi +50.00 A belt that goes around your waist. |
Vorelle the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +9% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+1 eff.) Resists +6% blight Phys.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +8% fire +9% lightning +7% cold Phys.save +14 (+5 eff.) Mind.save +12 (+5 eff.) Die.at -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. |
sunsealed elven-silk robe of alchemy (5 def, 5 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +18% acid +25% physical +19% light +23% fire +12% cold ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +16% acid +17% physical +9% light +15% cold +18% fire +10% darkness +15% all Max.HP +50.00 ---------- misc Light +3 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 85 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Cameradar (0 def, 2 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +2 Str +2 Mag +2 Cun dps ---------- Phys.pwr +6 (+1 eff.) Acc +10 (+3 eff.) Apr +10 ----- def ----- Armour +2 Resists +10% blight +6% temporal Spell.save +14 (+4 eff.) Max.HP +40.00 Heal.mod +20% Blind- +20% ---------- misc Infravis +3 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. |
scouring drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +5 Dex dps ---------- Acc +21 (+5 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +3 Spell.save +18 (+6 eff.) 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. |
umbral drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 17 darkness Dmg.mod +4% darkness ----- def ----- Armour +3 Resists +8% darkness 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. |
Duathelbrawn (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +6% darkness Melee Ret 10 blight 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +11% lightning +25% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gliriath the Starhacker (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% acid ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +8% fire +15% light +8% cold ---------- misc Light +3 A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+9 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
defender's voratun helm of precognition (14 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +14 (+3 eff.) Fatigue +5% Resists +4% all Phys.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant voratun mail armour of fire resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +18% blight +24% fire +14% darkness ---------- misc Light +2 A suit of armour made of mail. |
Zerydil the reinforced leather armour (23 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +5 Str +2 Dex +5 Con dps ---------- Phys.crit +8.0% Apr +16 ----- def ----- Armour +7 Defense +23 (+5 eff.) Fatigue +8% Resists +12% blight Spell.save +6 (+2 eff.) Die.at -84.85 life Blind- +20% Cut- +21% Pinning- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 148 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
shocking voratun shield of winter (0 def, 10 armour, 210.5 block)7.0 T5 shield armor Reqs Shield usage training Cun 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Melee+ 20 lightning On shield block: * Deals 168 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 13 lightning ----- def ----- Armour +10 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Amarig the quiver of dragonbone arrows (21/21, 76-106 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Disrupt/Master/Psionic Power 75.5 - 105.7 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 Ranged+ +51 physical Against +41% Unnatural +36% Unliving On Hit.r1 +16 mind On Crit.r2 +20 mind On Hit: * 24 arcane resource burn * 10% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 * 20% chance to knock the target back 3 spaces and deal 196 physical damage On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
676 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
39 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 126/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 736.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
self-loading pouch of voratun shots of paradox (21/21, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego] Arcane Power 52.0 - 62.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Rld cld 4 Ranged+ +11 temporal On Hit: * 14% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
Iserinn [power 77] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Str +3 Dex +2 Cun dps ---------- Spell.pwr +30 (+7 eff.) Res.pen +20% arcane ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 51] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 103] (29 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 103 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +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.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By What... the Cornac Temporal Warden level 30
11st Pyre 123rd year of Ascendancy at 08:36 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By What... the Cornac Temporal Warden level 31
22nd Pyre 123rd year of Ascendancy at 17:07 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By What... the Cornac Temporal Warden level 30
9th Pyre 123rd year of Ascendancy at 15:12 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By What... the Cornac Temporal Warden level 34
47th Pyre 123rd year of Ascendancy at 17:12 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By What... the Cornac Temporal Warden level 43
3rd Allure 124th year of Ascendancy at 14:12 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By What... the Cornac Temporal Warden level 33
43rd Pyre 123rd year of Ascendancy at 12:13 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By What... the Cornac Temporal Warden level 17
40th Dusk 122nd year of Ascendancy at 17:39 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By What... the Cornac Temporal Warden level 32
39th Pyre 123rd year of Ascendancy at 14:16 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By What... the Cornac Temporal Warden level 44
15th Regrowth 124th year of Ascendancy at 10:46 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By What... the Cornac Temporal Warden level 26
5th Decay 122nd year of Ascendancy at 20:32 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By What... the Cornac Temporal Warden level 50
5th Haze 124th year of Ascendancy at 04:24 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By What... the Cornac Temporal Warden level 20
17th Haze 122nd year of Ascendancy at 16:37 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By What... the Cornac Temporal Warden level 28
7th Allure 123rd year of Ascendancy at 18:00 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By What... the Cornac Temporal Warden level 50
1st Flare 124th year of Ascendancy at 00:19 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By What... the Cornac Temporal Warden level 24
52nd Haze 122nd year of Ascendancy at 13:37 see stats
Impossible Death (Nightmare (Roguelike) difficulty)
Got killed by your future self.By What... the Cornac Temporal Warden level 21
29th Haze 122nd year of Ascendancy at 17:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By What... the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 21:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By What... the Cornac Temporal Warden level 20
16th Haze 122nd year of Ascendancy at 22:06 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By What... the Cornac Temporal Warden level 30
9th Pyre 123rd year of Ascendancy at 07:15 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By What... the Cornac Temporal Warden level 40
37th Dusk 123rd year of Ascendancy at 04:56 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By What... the Cornac Temporal Warden level 50
54th Regrowth 124th year of Ascendancy at 23:20 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By What... the Cornac Temporal Warden level 50
55th Regrowth 124th year of Ascendancy at 15:12 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By What... the Cornac Temporal Warden level 23
32nd Haze 122nd year of Ascendancy at 05:26 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By What... the Cornac Temporal Warden level 50
66th Regrowth 124th year of Ascendancy at 05:14 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By What... the Cornac Temporal Warden level 50
3rd Haze 124th year of Ascendancy at 04:29 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By What... the Cornac Temporal Warden level 42
61st Haze 123rd year of Ascendancy at 16:06 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By What... the Cornac Temporal Warden level 32
39th Pyre 123rd year of Ascendancy at 16:10 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By What... the Cornac Temporal Warden level 50
5th Haze 124th year of Ascendancy at 04:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By What... the Cornac Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 04:24 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By What... the Cornac Temporal Warden level 31
22nd Pyre 123rd year of Ascendancy at 17:07 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By What... the Cornac Temporal Warden level 28
77th Regrowth 123rd year of Ascendancy at 14:59 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By What... the Cornac Temporal Warden level 50
5th Haze 124th year of Ascendancy at 04:24 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By What... the Cornac Temporal Warden level 19
8th Haze 122nd year of Ascendancy at 21:17 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By What... the Cornac Temporal Warden level 36
1st Mirth 123rd year of Ascendancy at 07:54 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By What... the Cornac Temporal Warden level 28
77th Regrowth 123rd year of Ascendancy at 00:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By What... the Cornac Temporal Warden level 28
77th Regrowth 123rd year of Ascendancy at 14:51 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By What... the Cornac Temporal Warden level 17
73rd Dusk 122nd year of Ascendancy at 01:35 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By What... the Cornac Temporal Warden level 29
9th Pyre 123rd year of Ascendancy at 07:15 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By What... the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 08:08 see stats
Log
Doomed Shade of What... casts Warp Blade.
Doomed Shade of What... misses What....
Doomed Shade of What... misses What....
What... is no longer flawed.
What... is no longer pinned.
What... has recovered!
The fabric of space around Doomed Shade of What... stabilizes to normal.
Bleeding from Doomed Shade of What... hits What... for 129 physical damage.
Doomed Shade of What... uses Dual Strike.
Doomed Shade of What... misses What....
Doomed Shade of What... misses What....
Doomed Shade of What... misses What....
Bleeding from Doomed Shade of What... hits What... for 92 physical damage.
The shield around Doomed Shade of What... crumbles.
Doomed Shade of What... is no longer pinned.
Doomed Shade of What... has recovered!
Doomed Shade of What... casts Breach.
Doomed Shade of What... misses What....
Doomed Shade of What... misses What....
Doomed Shade of What... performs a melee critical strike against What...!
Doomed Shade of What... misses What....
What... shares damage with his guardian!
Doomed Shade of What... hits What... for (160 shared), 95 physical, 42 temporal (136 total damage).
Doomed Shade of What... hits What...'s temporal clone for (19 shared) damage.
Doomed Shade of What... receives 15 healing from Melee retaliation.
What... the level 50 cornac temporal warden was temporally distorted to death by a Doomed Shade of What... but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.









































































































































