











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Temporal Warden |
| Level / Exp | 18 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Epoch at level 18 on the 7th Dearth 122nd year of Ascendancy at 20:05 0 / 6Killed by Mayuth the telugoroth at level 18 on the 7th Dearth 122nd year of Ascendancy at 22:05 Killed by Epoch at level 18 on the 8th Dearth 122nd year of Ascendancy at 00:17 Killed by Epoch at level 18 on the 8th Dearth 122nd year of Ascendancy at 02:06 Killed by armoured skeleton warrior at level 18 on the 8th Dearth 122nd year of Ascendancy at 04:06 Killed by Epoch at level 18 on the 8th Dearth 122nd year of Ascendancy at 05:51 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 24 (base 13) |
| Constitution | 12 (base 10) |
| Magic | 53 (base 46) |
| Willpower | 36 (base 34) |
| Cunning | 23 (base 10) |
Resources
| Life | -13/469 |
| Paradox | 300 |
| Healing Factor | 1.0191526171257 |
| Regeneration | 2.2930933885328 |
Speed
| Mental | +6.1340430109863% |
| Attack | +6.1340430109863% |
| Movement | -66.666666666667% |
| Spell | +6.1340430109863% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 12.569102280953 |
| See Invisible | 12.569102280953 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 41 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 20 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 5% |
| Speed | 0.94220475507231 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 0.94220475507231 |
Offense: Damage Bonus
| Lightning | +39% |
| Nature | +11% |
| Darkness | +12% |
| Blight | +11% |
| Arcane | +3% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 28 (50%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Knockback Resistance | 60% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 148 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 486% 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 Strength stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Zubedamira' (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Mag defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue -6% Resistance +12% blight +5% arcane Physical save +5 (+2 eff.) Knockbk Resist +20% other ------- Encumbrance +29 Light +2 A pair of boots made of leather. |
| Light source | Urthothel the Pitchbraze1.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) Damage +9% lightning +3% arcane +12% darkness Ignore resists +5% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +5% arcane +3% lightning other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Chudukath the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +9% mind +3% blight Life Regen +2.00 Disarm Resist +10% A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | elm totem of stinging 'Xerywe' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% light +3% acid other ------- Light +2 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
| On fingers | warrior's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% nature defense ------ Armor +4 Resistance +22% nature Rings make your fingers look great! |
| Around neck | steel amulet 'Blazeriver'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +24% lightning Ignore resists +10% lightning defense ------ Resistance +9% lightning +12% fire Amulets make your neck look great! |
| In main hand | chilling dwarven-steel mace of phasing (26-36 power, 10 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 25.5 - 35.7 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +1.5% Attack Speed 100% Ignore Shields +12% On-hit +9 cold Blunt and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 0% Mag, 50% Cun Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | linen cloak 'Stormtreason' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +6% lightning When Hit 2 lightning 2 nature defense ------ Defense +1 (+0 eff.) Resistance +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 45.48 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
wild infusion of the sneak (res 20%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (94% 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. |
cleansing copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +11% nature +10% blight Blind Resist +13% Poison Resist +21% Disease Resist +20% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 6 light 6 darkness Damage +7% light +6% darkness When Hit: * 5% chance to reduce damage dealt by 16% * 6% chance to blind Amulets make your neck look great! |
copper zircon ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 5 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +1 Resistance +1% all other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
psionicist's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% fire defense ------ Resistance +22% fire Mind save +6 (+3 eff.) Rings make your fingers look great! |
steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
arcing iron dagger of massacre (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Sharp, short and deadly. |
balanced iron dagger of erosion (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Eluriarin (15-24 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Disrupt Weapon Damage 15.0 - 24.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 9% chance to slow global speed by 45% While equipped: Stats +1 Con defense ------ Resistance +3% mind +6% temporal Spell save +6 (+3 eff.) Massive two-handed swords. |
Nyzilagrim the Greenseam4.0 Encumbrance T1 longbow 2H weapon [Rare] 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 +7 While equipped: Stats +3 Dex +3 Mag +3 Cun offense ------ On-Hit (Ranged): * 10% chance to slow global speed by 45% other ------- See Invisibility +3 Longbows are used to shoot arrows at your foes. |
Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] 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 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
acidic iron longsword (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 Sharp, long, and deadly. |
arcing iron longsword (10-14 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 10.0 - 14.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Sharp, long, and deadly. |
iron longsword (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
Haluhad the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +6 (+3 eff.) Resistance +3% temporal Spell save +13 (+7 eff.) Mind save +6 (+3 eff.) Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverlord (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Damage +6% cold defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Daimiruiblek' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Dex +1 Mag +2 Cun +1 Con defense ------ Defense +1 (+0 eff.) other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emamitta the Gleamshine (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light +3% fire defense ------ Armor +1 Fatigue -5% Resistance +5% arcane +9% light Physical save +5 (+2 eff.) other ------- Encumbrance +23 Light +1 A pair of boots made of leather. |
miner's pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emedhewen (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +5 Con offense ------ Mind Crit +1% On-Hit 6 nature Damage +5% nature defense ------ Armor +2 Fatigue +3% Resistance +7% nature Crit Resistance 5.00% other ------- EQ when Hit +0.12 Light +2 Infravision +2 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. |
iron gauntlets 'Arthistir' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% nature 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. |
sand rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 physical Damage +3% physical defense ------ Armor +7 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. |
storm rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Resistance +6% lightning 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. |
Haratodur the dwarven-steel helm (0 def, 12 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Damage +3% acid defense ------ Armor +12 Fatigue +4% Resistance +5% arcane Unlife -20.00 life Disease Resist +20% Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Frostrupture' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+2 eff.) Damage +6% mind +12% cold Ignore resists +10% mind +20% cold defense ------ Armor +1 Fatigue +1% Resistance +3% cold A cap made of leather. |
rough leather cap 'Relguhell' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +3 Fatigue +1% Resistance +7% fire +5% cold Unlife -40.00 life Knockbk Resist +20% Teleport Resist +10% A cap made of leather. |
stabilizing linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Glena the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +2 Cun offense ------ Ignore resists +10% acid defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% lightning +9% blight other ------- Light +1 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
7 agate0.0 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. |
60 alchemist agate0.0 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. |
onyx0.0 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. |
aquamarine0.0 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Ulurath the Shadesorrow [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Resistance +3% blight other ------- Infravision +3 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 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. |
5 ametrine0.0 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. |
9 citrine0.0 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. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By temporal the Drem Temporal Warden level 15
40th Profit 122nd year of Ascendancy at 22:14 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By temporal the Drem Temporal Warden level 18
7th Dearth 122nd year of Ascendancy at 19:17 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By temporal the Drem Temporal Warden level 10
31st Voratun 122nd year of Ascendancy at 01:02 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By temporal the Drem Temporal Warden level 5
20th Voratun 122nd year of Ascendancy at 11:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By temporal the Drem Temporal Warden level 16
10th Wealth 122nd year of Ascendancy at 17:07 see stats
Log
Epoch casts Induce Anomaly.
Armoured skeleton warrior is no longer out of phase.
Epoch casts Banish.
Temporal resists the banishment!
Temporal is stunned!
Epoch casts Rune: Biting Gale.
Temporal is encased in ice!
Epoch hits temporal for 123 cold damage.
Epoch casts Induce Anomaly.
Epoch casts Temporal Bolt.
Epoch hits temporal for (29 to ice), 44 temporal (44 total damage).
Talent Dagger Block is ready to use.
Talent Teleport: Kroshkkur is ready to use.
Talent Warp Blade is ready to use.
Epoch casts Congeal Time.
Temporal parries the attack with his dual weapons!
temporal repels an attack from temporal.
temporal hits Iceblock for 37 physical, 5 cold, 7 temporal (48 total damage).
Melee retaliation hits Iceblock for 2 lightning, 2 nature, 2 lightning, 2 nature (5 total damage).
Epoch hits temporal for (4 to ice), 6 physical (6 total damage).
Temporal is not stunned anymore.
Epoch casts Temporal Bolt.
temporal hits Iceblock for 72 physical, 9 cold, 14 temporal, 24 physical, 14 temporal (130 total damage).
Melee retaliation hits Iceblock for 3 lightning, 3 nature, 3 lightning, 3 nature (10 total damage).
Epoch hits temporal for (30 to ice), 45 temporal (45 total damage).
temporal the level 18 drem temporal warden was timewarped to death by Epoch on level 1 of Paradox Plane.
Temporal is free from the ice.

































































































