
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 32 / 52% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 23 on the 40th Haze 122nd year of Ascendancy at 17:19 5 / 1 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 77 (base 54) |
Constitution | 22 (base 10) |
Magic | 91 (base 60) |
Willpower | 48 (base 22) |
Cunning | 29 (base 10) |
Resources
Life | 725/725 |
Paradox | 300 |
Healing Factor | 1.14 |
Regeneration | 2.337 |
Speed
Mental | -7.9714013168086E-12% |
Attack | -7.9714013168086E-12% |
Movement | +66.80425806594% |
Spell | -7.9714013168086E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 29.847096879411 |
See Invisible | 29.847096879411 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 76 |
Crit Chance | 23% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 76 |
Crit Chance | 30% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53.666666666667 |
Crit Chance | 22% |
Speed | 1.0000000000001 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 35.1 |
Crit Chance | 17% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 43.271623418222 |
Ranged Defense | 44.938290084888 |
Fatigue | 8 |
Physical Save | 35.9 |
Spell Save | 41.216666666667 |
Mental Save | 38.475 |
Defense: Resistances
All | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 555 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade 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 successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Yvydhedhewyn the vampire. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 287. | 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. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. * '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.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of squid ink. * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within7 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | eldritch pair of hardened leather boots of spellbinding (0 def, 3 armour) eldritch pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +2 Wil Spell save: +3 (+1 eff.) Mana each turn: +0.18 Maximum mana: +22.00 Spell crit. chance: +2% Lowers spell cool-downs by: 10% A pair of boots made of leather. Press to compare |
Light source | alchemist's lamp 'Blindvice' alchemist's lamp 'Blindvice'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 15% chance to blind Damage when hit (Melee): 12 fire Changes resistances: +7% fire Changes damage: +3% acid / +12% light Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. Press to compare |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +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. Press to compare |
On fingers | Duathelstoker the steel ring Duathelstoker the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning / 12 darkness Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +5% lightning Spellpower: +8 (+3 eff.) Rings can have magical properties. Press to compare |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +10 Cun / +10 Dex Changes resistances: +28% lightning Changes resistances penetration: +15% darkness Changes damage: +14% lightning / +9% darkness Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
Around neck | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Cun / +5 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. Press to compare |
In main hand | Zubawyn (34.5-48.3 power, 4 apr) Zubawyn (34.5-48.3 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +8 Changes resistances: +6% mind / +6% darkness / +5% all Changes resistances penetration: +10% nature / +8% physical Changes damage: +5% physical Physical save: +13 (+6 eff.) Mental save: +3 (+2 eff.) Blunt and deadly. Press to compare |
Around waist | hardened leather belt 'Beruneg' hardened leather belt 'Beruneg'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 blight Changes stats: +1 Cun / +4 Str Changes resistances: +8% light / +6% darkness Physical save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) It can be used to create a temporary shield that absorbs 203 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
In off hand | Koridor the stralite dagger (38.5-50.05 power, 9 apr) Koridor the stralite dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +6.0% Defense: +7 (+2 eff.) Changes stats: +1 Dex Changes resistances: +2% physical Disarm immunity: +22% Sharp, short and deadly. Press to compare |
Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes resistances: +14% nature / +11% blight Life regen: +1.40 Maximum life: +57.00 Maximum stamina: +16.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | nimble cured leather armour of the hero (7 def, 4 armour) nimble cured leather armour of the hero (7 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +7% Changes stats: +5 Str / +6 Dex / +4 Mag / +5 Wil / +4 Cun Movement speed: +20% A suit of armour made of leather. Press to compare |
Inventory
Rune of the Rift (342.00 temporal damage, removed from time 4 turns) Rune of the Rift (342.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 393.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Balogund (15-18 power, 3 apr, physical element) Balogund (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +12% acid / +8% physical Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +22 (+7 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 36.72 - 44.07 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Umbravault the elven-wood magestaff (25-30 power, 5 apr, cold element) Umbravault the elven-wood magestaff (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +11.0% Changes stats: +2 Wil / +3 Mag Changes resistances: +6% blight / +6% darkness Changes damage: +12% blight / +25% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.21 Maximum mana: +46.00 Spellpower: +30 (+9 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Bethuda the stralite mace (36-50.4 power, 5 apr) Bethuda the stralite mace (36-50.4 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +11 blight / +10 temporal / +9 nature When wielded/worn: Changes stats: +1 Cun / +3 Wil Critical mult.: +5.00% Disease immunity: +18% Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Blunt and deadly. Press to compare |
dwarven-steel waraxe 'Strikeimmortal' (27.5-38.5 power, 11 apr) dwarven-steel waraxe 'Strikeimmortal' (27.5-38.5 power, 11 apr)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour Damage Shield penetration (this weapon only): +25% Damage (Melee): +8 acid / +16 lightning When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +6% lightning Changes resistances penetration: +9% acid Changes damage: +9% acid Life regen: +0.70 One-handed war axes. Press to compare |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 31 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Press to compare |
hardened leather armour 'Poralrarin' (3 def, 8 armour) hardened leather armour 'Poralrarin' (3 def, 8 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +8 Str / +3 Wil / +2 Cun Changes resistances: +8% acid / +7% physical / +27% darkness / +18% blight / +5% cold Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. Press to compare |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 34% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. Press to compare |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 120.14 fire and 138.16 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. Press to compare |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Dawnbrand' (dig speed 23 turns) dwarven-steel pickaxe 'Dawnbrand' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances: +3% light Changes resistances penetration: +5% light Mental crit. chance: +1% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
By Nori the Shalore Temporal Warden level 31
18th Regrowth 123rd year of Ascendancy at 00:03 see stats
By Nori the Shalore Temporal Warden level 15
28th Dusk 122nd year of Ascendancy at 21:54 see stats
By Nori the Shalore Temporal Warden level 31
6th Decay 122nd year of Ascendancy at 19:59 see stats
By Nori the Shalore Temporal Warden level 23
40th Haze 122nd year of Ascendancy at 19:00 see stats
By Nori the Shalore Temporal Warden level 13
27th Dusk 122nd year of Ascendancy at 06:00 see stats
By Nori the Shalore Temporal Warden level 19
6th Haze 122nd year of Ascendancy at 19:13 see stats
By Nori the Shalore Temporal Warden level 31
2nd Regrowth 123rd year of Ascendancy at 00:44 see stats
By Nori the Shalore Temporal Warden level 17
57th Dusk 122nd year of Ascendancy at 11:58 see stats
By Nori the Shalore Temporal Warden level 16
53rd Dusk 122nd year of Ascendancy at 21:01 see stats
By Nori the Shalore Temporal Warden level 18
58th Dusk 122nd year of Ascendancy at 00:45 see stats
By Nori the Shalore Temporal Warden level 30
5th Decay 122nd year of Ascendancy at 06:27 see stats
By Nori the Shalore Temporal Warden level 15
28th Dusk 122nd year of Ascendancy at 20:21 see stats
By Nori the Shalore Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 02:30 see stats
By Nori the Shalore Temporal Warden level 20
8th Haze 122nd year of Ascendancy at 02:48 see stats
By Nori the Shalore Temporal Warden level 30
4th Decay 122nd year of Ascendancy at 18:45 see stats
By Nori the Shalore Temporal Warden level 21
9th Haze 122nd year of Ascendancy at 06:26 see stats
By Nori the Shalore Temporal Warden level 12
13rd Dusk 122nd year of Ascendancy at 09:03 see stats
By Nori the Shalore Temporal Warden level 26
73rd Haze 122nd year of Ascendancy at 23:44 see stats
By Nori the Shalore Temporal Warden level 21
9th Haze 122nd year of Ascendancy at 06:26 see stats
By Nori the Shalore Temporal Warden level 22
10th Haze 122nd year of Ascendancy at 05:56 see stats
By Nori the Shalore Temporal Warden level 29
3rd Decay 122nd year of Ascendancy at 14:38 see stats
By Nori the Shalore Temporal Warden level 5
1st Mirth 122nd year of Ascendancy at 03:21 see stats
By Nori the Shalore Temporal Warden level 15
28th Dusk 122nd year of Ascendancy at 21:54 see stats
By Nori the Shalore Temporal Warden level 23
14th Haze 122nd year of Ascendancy at 18:01 see stats
By Nori the Shalore Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 05:29 see stats
By Nori the Shalore Temporal Warden level 28
2nd Decay 122nd year of Ascendancy at 01:54 see stats
By Nori the Shalore Temporal Warden level 20
8th Haze 122nd year of Ascendancy at 11:18 see stats
By Nori the Shalore Temporal Warden level 30
6th Decay 122nd year of Ascendancy at 08:22 see stats
By Nori the Shalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 22:59 see stats
Log
You gain 18.12 gold from the transmogrification of Runysarim (2 def, 0 armour).
You gain 5.23 gold from the transmogrification of balancing hardened leather belt of the mystic.
You gain 3.17 gold from the transmogrification of spiked stralite mail armour of natural resilience (4 def, 8 armour).
You gain 2.35 gold from the transmogrification of prismatic stralite mail armour (4 def, 8 armour).
You gain 6.24 gold from the transmogrification of radiant hardened leather armour of the deep (3 def, 9 armour).
You gain 7.87 gold from the transmogrification of shimmering silk robe of Angolwen (3 def, 0 armour).
You gain 2.82 gold from the transmogrification of pouch of dwarven-steel shots of persecution (21/21, 31.5-37.8 power, 3 apr).
You gain 5.68 gold from the transmogrification of steady elven-wood longbow of nature.
You gain 5.70 gold from the transmogrification of mage-hunter's yew longbow of true flight.
You gain 6.66 gold from the transmogrification of creative pulsing mindstar of frost (12-13.2 power, 32 apr, nature damage).
You gain 6.64 gold from the transmogrification of elemental stralite dagger of corruption (29.5-38.35 power, 9 apr).
You gain 2.63 gold from the transmogrification of chilling dwarven-steel dagger of projection (20.5-26.65 power, 7 apr).
You gain 6.01 gold from the transmogrification of thunderous stralite waraxe (30.5-42.7 power, 5 apr).
You gain 1.25 gold from the transmogrification of stralite mace (36.5-51.1 power, 5 apr).
You gain 2.85 gold from the transmogrification of quick dwarven-steel longsword (22-30.8 power, 4 apr).
You gain 9.53 gold from the transmogrification of Shadowhunt (23.5-32.9 power, 4 apr).
You gain 8.69 gold from the transmogrification of stralite greatmaul 'Lightninghunter' (54.5-81.75 power, 3 apr).
You gain 10.49 gold from the transmogrification of glacial stralite greatmaul of evisceration (53.5-80.25 power, 3 apr).
You gain 8.85 gold from the transmogrification of plaguebringer's stralite battleaxe of crippling (46-69 power, 3 apr).
You gain 5.77 gold from the transmogrification of plaguebringer's dwarven-steel battleaxe of massacre (44-66 power, 2 apr).
You gain 6.81 gold from the transmogrification of shimmering elven-wood magestaff of blasting (25-30 power, 5 apr, lightning element).
You gain 1.53 gold from the transmogrification of lightning rune (121 lightning damage).
You gain 1.72 gold from the transmogrification of vision rune (radius 11; dur 21; see undead).
You gain 1.13 gold from the transmogrification of manasurge rune of the sneak (1004% regen over 10 turns; 50 instant mana).
You gain 2.31 gold from the transmogrification of movement infusion of the sneak (466% speed; 6 turns).
You gain 2.46 gold from the transmogrification of insidious poison infusion of the wizard (50 nature damage, 24% healing reduction).
There is a previous level here (press '' or right click to use).
Nori deactivates Weapon Folding.
Nori deactivates Contingency.
Nori deactivates Secrets of the Eternals.