










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 41 / 55% |
Size | medium |
Lifes / Deaths | Killed by cold drake at level 17 on the 65th Haze 122nd year of Ascendancy at 00:13 4 / 3Killed by Lord of Skulls (warrior) at level 24 on the 7th Haze 123rd year of Ascendancy at 04:58 Killed by ritch flamespitter at level 28 on the 39th Haze 123rd year of Ascendancy at 18:41 |
Primary Stats
Strength | 13 (base 9) |
Dexterity | 67 (base 66) |
Constitution | 25 (base 16) |
Magic | 124 (base 60) |
Willpower | 63 (base 42) |
Cunning | 29 (base 15) |
Resources
Life | 1076/1076 |
Mana | 669/669 |
Paradox | 250 |
Healing Factor | 1.3845178243369 |
Regeneration | 10.037754226443 |
Speed
Mental | +10% |
Attack | -5.9952043329758E-12% |
Movement | 0% |
Spell | -5.9952043329758E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 48.643004034407 |
See Invisible | 52.643004034407 |
Offense: Mainhand
Damage | 139 |
Accuracy | 53 |
Crit Chance | 42% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 26% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 14% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Physical | +25% |
Acid | +10% |
Nature | +9% |
Temporal | +20% |
Lightning | +3% |
Arcane | +21% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +79% |
Acid | +77% |
Nature | +47% |
Temporal | +57% |
Fire | +42% |
Arcane | +47% |
Mind | +42% |
All | +37% |
Defense: Base
Armour (hardiness) | 31 (38.594633868923%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 45 |
Mental Save | 38 |
Defense: Resistances
Acid | + 43%( 80%) |
Arcane | + 17%( 70%) |
Cold | + 27%( 70%) |
All | + 13%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 48%( 75%) |
Fire | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 32% |
Confusion Resistance | 48% |
Instadeath Resistance | 100% |
Stun Resistance | 95% |
Poison Resistance | 20% |
Blind Resistance | 32% |
Inscriptions (4/4)
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 310 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
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 720 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449% 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 / Threaded Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Contingency |
talent | Weapon Folding |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Layylaith the luminous horror. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 430. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed faerlhing fang. * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +32% Confus- +23% Stun/Frz- +35% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 173% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +24.0% Capacity 15 On Hit: 20% Curse of Death 3 On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +49.00 Blind- +32% Confus- +15% ---------- misc Light +7 See.Stealth +10 See.Invis +14 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +12% fire Res.pen +20% acid +5% fire On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +3 Fatigue +3% Resists +3% fire +16% cold ---------- misc Breathe water A cap made of leather. |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% nature Melee Ret 4 fire ----- def ----- Resists +3% nature Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Max.HP +47.00 HP.reg +7.00 Heal.mod +11% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag +6 Wil +5 Cun dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +12% arcane Phasing +30% ----- def ----- Phys.save +12 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Heal.mod +15% Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +7.00% Phys.pwr +5 (+2 eff.) Res.pen +5% mind +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Fatigue -6% Resists +15% acid ---------- misc Max.enc +26 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego++] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Res.pen +12% all Acc +12 (+4 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +16 (+4 eff.) Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +6% darkness Max.HP +100.00 Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -222 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 222 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 551% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 38.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 781% for 10 turns (156 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 98 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 171 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 451 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +8 (+4 eff.) Phys.spd +10% Dmg.mod +21% blight +9% physical ----- def ----- Resists +30% acid Crit.chn- 15.00% Mind.save +18 (+6 eff.) Max.HP +60.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +9% fire +27% darkness On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +30% acid +12% cold +9% nature ---------- misc Masteries +0.32 Chronomancy/Spacetime Weaving Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.3 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% light +12% temporal +6% darkness +6% physical Res.pen +20% cold Melee Ret 4 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning +21% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +12% ---------- misc Masteries +0.18 Chronomancy/Bow Threading Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Cun dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +14 (+3 eff.) 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! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +6 Wil +8 Cun dps ---------- Phys.crit +2.0% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Dmg.mod +17% darkness Acc +11 (+4 eff.) ----- def ----- Armour +2 Resists +34% darkness Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Blind- +35% ---------- misc Infravis +4 See.Stealth +13 See.Invis +10 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 171% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +8.0% Atk.spd 100% Phasing +23% On Hit: * Create an explosion dealing 122 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +33% cold Res.pen +35% cold Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 109% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage While equipped: ----- def ----- Resists +9% temporal +3% blight +9% fire +5% arcane +6% nature Die.at -20.00 life Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 118% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Str +3 Dex +4 Mag +5 Wil +4 Cun +5 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Normal] Power 146% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 4.0 T4 longbow 2H weapon [Rare] Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +16 nature While equipped: Stats +1 Dex +6 Wil +8 Con ----- def ----- Spell.save +12 (+4 eff.) Silence- +20% ---------- misc Infravis +2 See.Invis +9 Masteries +0.30 Wild-gift/Fungus Regenerate 236 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +11 Str +11 Dex +9 Mag +25 Wil +11 Cun +13 Con ----- def ----- Max.HP +27.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+8 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 149% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 22.82 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 144% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Arcane/Master Power 155% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 33 While equipped: ----- def ----- Disease- +17% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master Power 141% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+4 eff.) Res.pen +8% physical Acc +5 (+2 eff.) Apr +12 Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% fire Phasing +11% ----- def ----- Defense +22 (+4 eff.) Shield.pwr +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff On Spell Hit: 10% Drain 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight ----- def ----- Armour +5 Defense +6 (+1 eff.) ---------- misc Wards +2 blight Talents +3 Ward +1 Command Staff On Spell Hit: 10% Moonlight Ray 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/Master Power 152% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 53% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Res.pen +12% physical Acc +21 (+7 eff.) Apr +13 ----- def ----- Resists +9% blight +3% temporal +5% arcane +6% darkness ---------- misc Light +1 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 151% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +23 cold While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +30 (+6 eff.) Resists +9% acid +15% mind +6% nature Silence- +20% Confus- +10% One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +13% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +11% blight +13% all Max.HP +48.00 HP.reg +2.30 Heal.mod +17% ---------- misc Mana/turn +0.22 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +2 (+0 eff.) Resists +16% lightning +2% physical Disease- +10% Confus- +20% Pinning- +20% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +19% blight +9% arcane Melee Ret 4 darkness 10 vim draining blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ---------- misc Max.vim +25.00 Light +3 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18% and all saves by 30, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +5 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 arrow ammo [Rare] Arcane Power 144% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Phasing +30% Ranged+ +20 blight +30 cold +20 mind +8 arcane On Hit.r1 +12 mind On Crit.r2 +20 lightning Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Arcane/Master Power 153% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 21 Ranged+ +12 temporal On Hit: * 11% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +14 Str ----- def ----- Fatigue -5% Resists +6% nature +3% lightning ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+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. |
![]() 0.0 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. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 37.08 cold damage and 46.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) ----- def ----- Max.HP +58.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +7% blight +3% all Spell.save +7 (+2 eff.) HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 758.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Master Power 165% Range: 1.2x Uses 70% Dex, 0% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +16.5% Capacity 22 On Hit: 20% Curse of Death 4 On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +6% physical ----- def ----- Resists +3% physical Die.at -60.00 life Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 238 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 305 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% light Melee Ret 10 light ----- def ----- Armour +4 Resists +6% lightning Crit.chn- 15.00% Die.at -40.00 life Stun/Frz- +20% ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 724 Base Damage: 310 Armor: 21 All Resist: 12 Puts all charms on 25 cooldown 100% to reduce fatigue by 34% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Scar the Shalore Temporal Warden level 25
10th Haze 123rd year of Ascendancy at 15:55 see stats
By Scar the Shalore Temporal Warden level 27
39th Haze 123rd year of Ascendancy at 16:07 see stats
By Scar the Shalore Temporal Warden level 39
79th Pyre 124th year of Ascendancy at 19:52 see stats
By Scar the Shalore Temporal Warden level 39
79th Pyre 124th year of Ascendancy at 06:34 see stats
By Scar the Shalore Temporal Warden level 32
6th Allure 124th year of Ascendancy at 03:31 see stats
By Scar the Shalore Temporal Warden level 20
19th Regrowth 123rd year of Ascendancy at 15:12 see stats
By Scar the Shalore Temporal Warden level 9
53rd Dusk 122nd year of Ascendancy at 07:45 see stats
By Scar the Shalore Temporal Warden level 39
7th Mirth 124th year of Ascendancy at 22:51 see stats
By Scar the Shalore Temporal Warden level 31
4th Decay 123rd year of Ascendancy at 17:42 see stats
By Scar the Shalore Temporal Warden level 18
78th Haze 122nd year of Ascendancy at 17:44 see stats
By Scar the Shalore Temporal Warden level 17
63rd Haze 122nd year of Ascendancy at 08:31 see stats
By Scar the Shalore Temporal Warden level 26
22nd Haze 123rd year of Ascendancy at 17:27 see stats
By Scar the Shalore Temporal Warden level 21
18th Pyre 123rd year of Ascendancy at 16:37 see stats
By Scar the Shalore Temporal Warden level 19
79th Haze 122nd year of Ascendancy at 00:15 see stats
By Scar the Shalore Temporal Warden level 10
66th Dusk 122nd year of Ascendancy at 20:03 see stats
By Scar the Shalore Temporal Warden level 20
4th Allure 123rd year of Ascendancy at 20:37 see stats
By Scar the Shalore Temporal Warden level 30
71st Haze 123rd year of Ascendancy at 12:01 see stats
By Scar the Shalore Temporal Warden level 40
7th Mirth 124th year of Ascendancy at 22:51 see stats
By Scar the Shalore Temporal Warden level 18
76th Haze 122nd year of Ascendancy at 09:18 see stats
By Scar the Shalore Temporal Warden level 29
71st Haze 123rd year of Ascendancy at 12:01 see stats
By Scar the Shalore Temporal Warden level 32
4th Decay 123rd year of Ascendancy at 21:39 see stats
By Scar the Shalore Temporal Warden level 9
42nd Dusk 122nd year of Ascendancy at 10:22 see stats
By Scar the Shalore Temporal Warden level 9
63rd Dusk 122nd year of Ascendancy at 12:45 see stats
By Scar the Shalore Temporal Warden level 35
49th Regrowth 124th year of Ascendancy at 02:19 see stats
By Scar the Shalore Temporal Warden level 21
78th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Scar the Shalore Temporal Warden level 35
36th Regrowth 124th year of Ascendancy at 02:35 see stats
By Scar the Shalore Temporal Warden level 29
70th Haze 123rd year of Ascendancy at 02:10 see stats
By Scar the Shalore Temporal Warden level 24
7th Haze 123rd year of Ascendancy at 07:00 see stats
By Scar the Shalore Temporal Warden level 4
78th Pyre 122nd year of Ascendancy at 06:50 see stats