











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 47 / 75% |
Size | medium |
Lifes / Deaths | Killed by Xunor the orc archer at level 37 on the 5th Allure 124th year of Ascendancy at 04:51 / 2Killed by Doomed Shade of Senn at level 47 on the 60th Haze 124th year of Ascendancy at 14:14 |
Primary Stats
Strength | 18 (base 15) |
Dexterity | 71 (base 63) |
Constitution | 33 (base 23) |
Magic | 109 (base 60) |
Willpower | 37 (base 12) |
Cunning | 34 (base 16) |
Resources
Life | -16/1137 |
Paradox | 560 |
Healing Factor | 1.4789294477288 |
Regeneration | 16.637956286949 |
Speed
Mental | +27.535797261981% |
Attack | +17.535797261981% |
Movement | +3.9968028886506E-12% |
Spell | +17.535797261981% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 34.673833641188 |
See Invisible | 34.673833641188 |
Offense: Mainhand
Damage | 127 |
Accuracy | 60 |
Crit Chance | 42% |
APR | 37 |
Speed | 0.78 |
Offense: Offhand
Damage | 81 |
Accuracy | 60 |
Crit Chance | 45% |
APR | 40 |
Speed | 0.78 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 15% |
Speed | 0.85080462573547 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 0.85080462573547 |
Offense: Damage Bonus
Acid | +6% |
Blight | +8% |
Physical | +18% |
All | 0% |
Lightning | +21% |
Light | +10% |
Temporal | +5% |
Darkness | +12% |
Fire | +10% |
Nature | +6% |
Offense: Damage Penetration
Acid | +50% |
Blight | +35% |
Physical | +35% |
All | +25% |
Lightning | +50% |
Light | +45% |
Temporal | +35% |
Darkness | +40% |
Fire | +31% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 19 (38.594633868923%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 37 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 70%( 70%) |
Light | + 59%( 70%) |
Temporal | + 53%( 70%) |
Blight | + 44%( 70%) |
Darkness | + 43%( 70%) |
All | + 30%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 130 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 645 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 18%. 1 Time Dilation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by multi-hued drake hatchling. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have unlocked the hall of reflections. * 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: 279. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 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 Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 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 | ![]() 2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning When Hit 10 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +5 Resistance +20% blight +24% lightning Life Regen +11.00 Healmod +20% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+6 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 12 temporal On-Ranged-Hit 14 temporal Damage +12% physical +5% temporal Ignore resists +20% light When Hit 6 temporal defense ------ Armor +14 Resistance +9% temporal other ------- Stamina/turn +3.00 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 | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower/crit +4 Damage +6% nature Ignore resists +10% blight +25% acid defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Fire a magical bolt dealing 358 fire damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con offense ------ Damage +12% darkness Ignore resists +15% darkness +15% nature When Hit 6 blight 8 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce damage dealt by 19% defense ------ Physical save +14 (+7 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +7 (+1 eff.) Accuracy +7 (+1 eff.) Ignore Armor +9 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +11.00% Physical Power +6 (+1 eff.) Combat Speed +10% Damage +6% physical Accuracy +5 (+1 eff.) Ignore Armor +12 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 103 fire damage (1/turn) On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Damage +10% fire Ignore resists +6% fire Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +5 Wil +4 Cun offense ------ Physical Crit +8.0% Spell Crit +4% Mind Crit +8% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 132% Range: 1.0x-1.3x Uses 100% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +10% physical Accuracy +12 (+3 eff.) Ignore Armor +10 defense ------ Resistance +6% lightning +9% temporal +12% light Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Mag +4 Cun +3 Con offense ------ Damage +6% acid Ignore resists +10% temporal On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Defense +2 (+0 eff.) Crit Resistance 15.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +21% lightning When Hit 8 acid 2 nature On-Hit (Melee): * 20% chance to slow global speed by 50% * 10% chance to reduce armor by 39% defense ------ Resistance +31% lightning +15% temporal +18% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 289 then cleanse 1 wound, poison, and disease effect. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 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 -846 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 1692 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% 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 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 336.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 134 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 3 turns. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 3 turns. 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 Encumbrance 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 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +6 Wil +6 Con offense ------ Physical Power +10 (+2 eff.) Damage +18% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +6% blight +9% fire +10% nature Mind save +12 (+6 eff.) Poison Resist +12% Disease Resist +18% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +5 (+1 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun offense ------ Physical Power +13 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +8 (+4 eff.) On-Hit 21 physical On-Ranged-Hit 10 physical Damage +7% all On-Hit (Melee): * 13% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 23 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun offense ------ On-Hit 10 light On-Ranged-Hit 12 light Damage +12% light Accuracy +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +9 (+2 eff.) Damage +12% arcane +6% temporal Ignore resists +10% arcane When Hit 10 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +5% arcane +12% temporal Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 168% Range: 1.0x-1.5x Uses 170% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Physical Crit +17.0% Critical power +33.00% Physical Power +17 (+4 eff.) Ignore resists +14% physical Ignore Armor +21 defense ------ Disarm Resist +38% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 100% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Mag, 100% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 103 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +11% acid Ignore resists +12% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 103 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +12% fire Ignore resists +7% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 29 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% defense ------ Disease Resist +19% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 174% Range: 1.0x-1.6x Uses 170% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +14 Con +7 Wil offense ------ Accuracy +14 (+3 eff.) defense ------ Defense +16 (+4 eff.) Life +14.00 Disarm Resist +48% Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +17% all Accuracy +26 (+6 eff.) Ignore Armor +17 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 158% Range: 1.0x-1.4x Uses 10% Wil, 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+5 eff.) Damage +8% mind defense ------ Mind save -30 (-26 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.4x Uses 160% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 129 temporal damage and slows enemies in radius 6 of the target by 139% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.2 Power cost 10 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 160% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+8 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% arcane defense ------ Armor +8 Defense +10 (+2 eff.) other ------- Wards +3 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +27.00% Spellpower +22 (+5 eff.) On-Hit 23 fire Damage +30% blight defense ------ Armor +5 Defense +6 (+1 eff.) other ------- See Invisibility +13 Wards +2 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 50% Mag, 100% Dex Damage Devouring flames Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +9% lightning +23% temporal +21% light +9% fire When Hit 10 fire When Hit: * 33% chance to reduce strength, dexterity, and constitution by 29 * 38% chance to reduce damage dealt by 19% defense ------ Resistance +23% temporal +31% light +16% darkness +6% fire +18% mind +15% all Physical save +12 (+6 eff.) Spell save +14 (+6 eff.) Mind save +25 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+8 eff.) Mind save +15 (+7 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag offense ------ Spellpower +6 (+1 eff.) Damage +7% acid +7% blight defense ------ Armor +8 Defense +15 (+3 eff.) Resistance +10% lightning +8% temporal Spell save +6 (+3 eff.) Life +60.00 Disease Resist +28% Cut Resist +10% other ------- Light +3 Infravision +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: offense ------ Ignore resists +13% darkness +12% temporal defense ------ Armor +11 Fatigue +3% Resistance +8% acid +13% temporal +13% darkness +7% fire +7% lightning +11% cold Out-of-Phase Defense +12 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +5 Silence Resist +31% Confus Resist +33% Stun Resist +34% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Spell Crit +2% Critical power +5.00% Damage +6% light Ignore resists +20% light defense ------ Armor +8 Fatigue +5% Mind save +11 (+5 eff.) Life +76.00 Life Regen +9.40 other ------- Stamina/turn +1.10 Psi/turn +0.21 Max stamina +31.00 Light +3 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. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Con offense ------ Physical Crit +8.0% Critical power +10.00% Ignore Armor +2 defense ------ Armor +4 Defense +20 (+4 eff.) Fatigue +4% Resistance +3% physical Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex offense ------ Ignore Armor +6 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 44 [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+4 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+18 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +4 temporal +16 darkness +20 mind On-Hit, radius 1 +16 mind On Hit: * 20% chance to reduce all saves and defense by 23 * 20% chance to reduce damage dealt by 19% * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 60% Dex, 120% Mag Damage Bright light Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 174% Range: 1.0x-1.4x Uses 50% Dex, 120% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 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 30.44 cold damage and 35.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 382 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 204/400 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Senn the Cornac Temporal Warden level 16
40th Dusk 122nd year of Ascendancy at 22:22 see stats
By Senn the Cornac Temporal Warden level 36
51st Haze 123rd year of Ascendancy at 10:54 see stats
By Senn the Cornac Temporal Warden level 35
31st Haze 123rd year of Ascendancy at 02:09 see stats
By Senn the Cornac Temporal Warden level 33
3rd Summertide 123rd year of Ascendancy at 08:09 see stats
By Senn the Cornac Temporal Warden level 40
30th Regrowth 124th year of Ascendancy at 03:02 see stats
By Senn the Cornac Temporal Warden level 42
46th Regrowth 124th year of Ascendancy at 16:21 see stats
By Senn the Cornac Temporal Warden level 45
75th Dusk 124th year of Ascendancy at 16:57 see stats
By Senn the Cornac Temporal Warden level 39
26th Regrowth 124th year of Ascendancy at 23:57 see stats
By Senn the Cornac Temporal Warden level 15
39th Dusk 122nd year of Ascendancy at 07:20 see stats
By Senn the Cornac Temporal Warden level 34
21st Dusk 123rd year of Ascendancy at 15:52 see stats
By Senn the Cornac Temporal Warden level 28
35th Pyre 123rd year of Ascendancy at 08:04 see stats
By Senn the Cornac Temporal Warden level 40
37th Regrowth 124th year of Ascendancy at 18:42 see stats
By Senn the Cornac Temporal Warden level 38
7th Allure 124th year of Ascendancy at 13:23 see stats
By Senn the Cornac Temporal Warden level 36
80th Haze 123rd year of Ascendancy at 05:54 see stats
By Senn the Cornac Temporal Warden level 38
7th Allure 124th year of Ascendancy at 10:56 see stats
By Senn the Cornac Temporal Warden level 20
14th Haze 122nd year of Ascendancy at 05:20 see stats
By Senn the Cornac Temporal Warden level 19
52nd Dusk 122nd year of Ascendancy at 20:44 see stats
By Senn the Cornac Temporal Warden level 28
22nd Pyre 123rd year of Ascendancy at 16:41 see stats
By Senn the Cornac Temporal Warden level 27
11st Pyre 123rd year of Ascendancy at 01:13 see stats
By Senn the Cornac Temporal Warden level 41
37th Regrowth 124th year of Ascendancy at 20:51 see stats
By Senn the Cornac Temporal Warden level 44
8th Dusk 124th year of Ascendancy at 06:39 see stats
By Senn the Cornac Temporal Warden level 25
1st Time of Balance 123rd year of Ascendancy at 13:43 see stats
By Senn the Cornac Temporal Warden level 30
70th Pyre 123rd year of Ascendancy at 00:35 see stats
By Senn the Cornac Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 10:46 see stats
By Senn the Cornac Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 04:54 see stats
By Senn the Cornac Temporal Warden level 30
68th Pyre 123rd year of Ascendancy at 00:33 see stats
By Senn the Cornac Temporal Warden level 40
29th Regrowth 124th year of Ascendancy at 18:57 see stats
By Senn the Cornac Temporal Warden level 22
15th Haze 122nd year of Ascendancy at 00:59 see stats
By Senn the Cornac Temporal Warden level 19
72nd Dusk 122nd year of Ascendancy at 03:12 see stats
By Senn the Cornac Temporal Warden level 22
15th Haze 122nd year of Ascendancy at 00:59 see stats
By Senn the Cornac Temporal Warden level 42
45th Regrowth 124th year of Ascendancy at 15:35 see stats
By Senn the Cornac Temporal Warden level 39
8th Allure 124th year of Ascendancy at 02:06 see stats
By Senn the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 05:21 see stats
By Senn the Cornac Temporal Warden level 41
37th Regrowth 124th year of Ascendancy at 20:55 see stats
By Senn the Cornac Temporal Warden level 24
74th Regrowth 123rd year of Ascendancy at 11:32 see stats
By Senn the Cornac Temporal Warden level 17
47th Dusk 122nd year of Ascendancy at 00:53 see stats
By Senn the Cornac Temporal Warden level 21
14th Haze 122nd year of Ascendancy at 12:25 see stats
By Senn the Cornac Temporal Warden level 43
7th Flare 124th year of Ascendancy at 03:25 see stats
By Senn the Cornac Temporal Warden level 24
74th Regrowth 123rd year of Ascendancy at 01:15 see stats
By Senn the Cornac Temporal Warden level 27
11st Pyre 123rd year of Ascendancy at 03:47 see stats
By Senn the Cornac Temporal Warden level 18
52nd Dusk 122nd year of Ascendancy at 00:07 see stats
By Senn the Cornac Temporal Warden level 37
5th Allure 124th year of Ascendancy at 04:52 see stats
By Senn the Cornac Temporal Warden level 32
2nd Summertide 123rd year of Ascendancy at 22:45 see stats
By Senn the Cornac Temporal Warden level 4
75th Pyre 122nd year of Ascendancy at 22:05 see stats
Log
A shield forms around Senn.
Senn uses Infusion: Wild.
Senn lessens the pain.
Senn misses Doomed Shade of Senn.
Senn misses Doomed Shade of Senn.
Doomed Shade of Senn casts Warden's Focus.
Doomed Shade of Senn's Warden's Focus performs a ranged critical strike against Senn!
Your shield crumbles under the damage!
The shield around Senn crumbles.
Senn loses sight!
Senn starts to bleed.
Something hits Something for (8 shared), (1 shared), (12 shared) (22 total damage).
Something hits Senn for (260 absorbed), 35 light, 5 physical, 51 temporal (91 total damage).
Something misses Senn.
Something performs a melee critical strike against Senn!
Senn is recovering from the damage!
Your Contingency triggered Rune: Reflection Shield!
Senn is afflicted by a crippling illness!
You carry too much--you are encumbered!
Drop some of your items.
Senn slows down.
Something misses Senn.
Something performs a melee critical strike against Senn!
Something misses Senn.
Webs of Fate hits Senn for 0 temporal, 0 darkness, 0 blight (1 total damage).
Something hits Something for (14 shared), (55 shared), (3 shared), (12 shared), 69 physical, (13 shared), (16 shared), 87 temporal, (16 shared), (61 shared) (345 total damage).
Something hits Senn for 60 temporal, 232 physical, 11 physical, 51 physical, 53 temporal, 66 temporal, 66 temporal, 256 physical (795 total damage).
Senn the level 47 cornac temporal warden was battered to death by a Doomed Shade of Senn but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.
You are no longer encumbered.
Space restabilizes around you.