










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Ashes of Urh'Rok 1.6.7Official Expansion!Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 19 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 11 on the 10th Dusk 122nd year of Ascendancy at 13:03 0 / 6Killed by Urkis, the High Tempest at level 19 on the 69th Dusk 122nd year of Ascendancy at 10:49 Killed by Urkis, the High Tempest at level 19 on the 69th Dusk 122nd year of Ascendancy at 14:36 Killed by Urkis, the High Tempest at level 19 on the 69th Dusk 122nd year of Ascendancy at 18:54 Killed by Urkis, the High Tempest at level 19 on the 69th Dusk 122nd year of Ascendancy at 21:18 Killed by Urkis, the High Tempest at level 19 on the 69th Dusk 122nd year of Ascendancy at 23:02 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 50 (base 19) |
| Constitution | 43 (base 28) |
| Magic | 56 (base 47) |
| Willpower | 26 (base 12) |
| Cunning | 16 (base 10) |
Resources
| Life | -110/698 |
| Paradox | 320 |
| Healing Factor | 1.3423943661972 |
| Regeneration | 9.7323591549296 |
Speed
| Mental | -3.885780586188E-13% |
| Attack | -3.885780586188E-13% |
| Movement | +12.268086021979% |
| Spell | -3.885780586188E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 11 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +3% |
| Lightning | +3% |
| Nature | +3% |
| Physical | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +20% |
| Fire | +5% |
| Arcane | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25.335093952971 (48.103448275862%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 8 |
| Physical Save | 25 |
| Spell Save | 24 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 25%( 70%) |
| Cold | + 50%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 42%( 70%) |
| Temporal | + 28%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 380 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| talent | Temporal Hounds |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is moving is 12% faster. 1 Celerity |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 red crystal shard. | active |
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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Daimidesta the Pitchsteel (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +12% cold Changes resistances penetration: +10% darkness Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
| Light source | FirewardInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% fire Changes resistances penetration: +5% fire Confusion immunity: +10% Maximum life: +43.00 Light radius: +6 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Nimbuswind (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +3 Mag / +1 Cun / +4 Con Changes resistances: +6% lightning / +5% temporal Changes damage: +3% lightning / +3% nature Light radius: +1 A cap made of leather. |
| On hands | rough leather gloves 'Glowstrike' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex / +1 Mag Changes resistances penetration: +20% light / +10% cold Changes damage: +3% light / +3% physical Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of mindblast 'Breguvon' [power 110] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +5% arcane Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +10 (+3 eff.) Damage Shield penetration: +20% It can be used to blast the opponent's mind dealing 94 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +7.00 Maximum life: +44.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.79 cold and 9.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Shadefear (122% power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 mind / +8 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +5 Con / +8 Wil Changes resistances: +3% darkness Maximum life: +36.00 Sharp, long, and deadly. |
| Around waist | GulethaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Changes stats: +2 Wil Changes resistances: +6% lightning / +5% temporal / +12% fire Infravision radius: +1 A belt that goes around your waist. |
| In off hand | voratun dagger 'Earihad' (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 light / +18 cold Damage (radius 1) on hit: +16 acid / +8 fire Damage against: +6% Undead When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +9% acid Changes damage: +6% acid Sharp, short and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | impenetrable iron mail armour of lightning resistance (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 94; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 93.84 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 5; phase 17; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the duelist (absorb 101; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
KindlewillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% light / +22% fire Changes resistances penetration: +5% light / +5% fire Changes damage: +11% fire Rings can have magical properties. |
Yvymira the PhoenixwilterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Changes resistances: +6% lightning / +3% fire / +22% darkness Changes damage: +11% darkness Maximum encumbrance: +21 Mental save: +6 (+6 eff.) Poison immunity: +20% Maximum life: +40.00 Rings can have magical properties. |
Stormfront (136% power, 15 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Lorosus the iron dagger (98% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature / +4 mind When wielded/worn: Changes stats: +3 Cun Changes damage: +6% mind Psi when hit: +0.04 Sharp, short and deadly. |
Rotmortal (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 23 * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +7 blight Damage (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Damage when hit (Melee): 2 nature Changes resistances: +3% nature / +6% cold Changes resistances penetration: +6% all Changes damage: +6% nature Disease immunity: +13% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel greatsword 'Dawnwish' (126% power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Changes resistances: +6% temporal / +20% light / +5% arcane Changes resistances penetration: +20% light Disarm immunity: +34% Massive two-handed swords. |
Isolle the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes damage: +12% cold Critical mult.: +10.00% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Beiharathel (103% power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +8% Undead When wielded/worn: Changes stats: +5 Str / +3 Wil Changes damage: +15% temporal Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Mayolle the Cystclash (108% power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Dex Changes resistances: +9% nature Changes resistances penetration: +15% light Disarm immunity: +27% Only die when reaching: -80.00 life Maximum stamina: +30.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace 'Plaguesaw' (109% power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% Changes resistances: +8% temporal Changes resistances penetration: +20% mind Changes damage: +24% nature / +6% acid Blunt and deadly. |
steel mace 'Xanybreth' (112% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +1 Con / +2 Mag Critical mult.: +15.00% Disarm immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Ivavea the Glowwarden (111% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +20% blight / +35% light Changes damage: +15% arcane / +9% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 A belt that goes around your waist. |
Anarand the Deepsstreak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 2 darkness Changes resistances penetration: +10% acid Changes damage: +3% darkness Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Strikedash' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+5 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Mag / +2 Wil Changes resistances: +9% lightning Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adulratira (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex Changes resistances: +5% arcane / +9% cold Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
Huruhell (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +2% physical / +3% temporal Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Mental save: +3 (+3 eff.) Healing mod.: +5% A pair of boots made of leather. |
naturalist's iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Changes stats: +3 Cun Changes resistances: +7% darkness Spell save: +13 (+6 eff.) Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Balidunagund' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +6 Dex / +1 Wil / +3 Cun Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of time (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +10% temporal Changes damage: +10% temporal Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Baloromisus' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Con Changes resistances: +18% acid / +7% physical Reduces incoming crit damage: 10.00% Spell save: +9 (+4 eff.) See invisible: +6 A suit of armour made of metal plates. |
Beralathalach the Wintersquall (14/14, 113% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 113% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Travel speed: +200% Damage (Ranged): +8 cold / +4 fire Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 mind / +12 fire Arrows are used with bows to pierce your foes to death. |
acidic quiver of elm arrows of daylight (18/18, 111% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Damage (Ranged): +9 light Damage against: +9% Undead Arrows are used with bows to pierce your foes to death. |
acidic quiver of elm arrows of vileness (23/23, 113% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 113% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 23 On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 23 On weapon crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of elm arrows of wind (15/15, 111% power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to reduce all saves and defense by 17 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Travel speed: +200% Damage (Ranged): +8 mind Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
150 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xeranor (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Fatigue: -5% Changes stats: +4 Str / +2 Con Changes resistances penetration: +10% mind Physical save: +6 (+3 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
RainspawnerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% blight / +5% arcane / +15% lightning Changes damage: +9% nature Spell save: +6 (+3 eff.) Life regen: +3.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hathidil'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +5 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Con Changes resistances: +1% physical Maximum life: +44.00 Maximum stamina: +10.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Boneclock the fader the Skeleton Temporal Warden level 9
5th Flare 122nd year of Ascendancy at 01:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Boneclock the fader the Skeleton Temporal Warden level 10
4th Dusk 122nd year of Ascendancy at 22:30 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Boneclock the fader the Skeleton Temporal Warden level 19
53rd Dusk 122nd year of Ascendancy at 06:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Boneclock the fader the Skeleton Temporal Warden level 13
16th Dusk 122nd year of Ascendancy at 03:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Boneclock the fader the Skeleton Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 11:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Boneclock the fader the Skeleton Temporal Warden level 4
1st Mirth 122nd year of Ascendancy at 14:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Boneclock the fader the Skeleton Temporal Warden level 16
28th Dusk 122nd year of Ascendancy at 03:20 see stats
Log
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Boneclock the fader for 111 lightning damage.
Hurricane from Urkis, the High Tempest hits Boneclock the fader's temporal clone for 145 lightning, (34 shared) (179 total damage).
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Boneclock the fader's temporal clone for 165 lightning, (39 shared) (204 total damage).
Hurricane from Urkis, the High Tempest hits Boneclock the fader for 127 lightning damage.
Hurricane from Urkis, the High Tempest killed Temporal hound!
Boneclock the fader casts Rune: Shatter Afflictions.
The Hurricane around Boneclock the fader dissipates.
A shield forms around Boneclock the fader.
Boneclock the fader casts Dimensional Step.
Boneclock the fader is out of phase.
Boneclock the fader emerges from a space-time rift!
Hurricane from Urkis, the High Tempest hits Boneclock the fader's temporal clone for 102 lightning damage.
Hurricane from Urkis, the High Tempest hits Boneclock the fader's temporal clone for 108 lightning damage.
Hurricane from Urkis, the High Tempest killed Boneclock the fader's temporal clone!
Urkis, the High Tempest casts Nova.
Your shield crumbles under the damage!
The shield around Boneclock the fader crumbles.
Urkis, the High Tempest hits Boneclock the fader for (73 absorbed), 112 lightning (112 total damage).
Urkis, the High Tempest hits Something for 0 lightning damage.
Boneclock the fader is dazed!
Boneclock the fader is not dazed anymore.
Thunderstorm hits Boneclock the fader for 64 lightning damage.
Boneclock the fader the level 19 skeleton temporal warden was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Boneclock the fader deactivates Temporal Hounds.
Boneclock the fader is no longer out of phase.
Boneclock the fader deactivates Weapon Folding.






























































































