









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/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. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Temporal Warden |
| Level / Exp | 50 / 6283% |
| Size | medium |
| Lifes / Deaths | Killed by Salyyawen the patchwork troll at level 50 on the 5th Wealth 122nd year of Ascendancy at 17:42 / 1 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 80 (base 20) |
| Constitution | 120 (base 60) |
| Magic | 91 (base 31) |
| Willpower | 74 (base 14) |
| Cunning | 104 (base 44) |
Resources
| Life | -52/1596 |
| Paradox | 48 |
| Healing Factor | 1.5625 |
| Regeneration | 0.390625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 11 |
| See Stealth | 84.402921900707 |
| See Invisible | 84.402921900707 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 64 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 62 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +103% |
| Lightning | +112% |
| Physical | +110% |
| Fire | +135% |
| Cold | +112% |
| Arcane | +112% |
| Mind | +108% |
| All | +100% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 59 (38.536585365854%) |
| Defense | 58 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 53 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | +100%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Temporal Hounds |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's skin reacts to damage, granting 40 armour. Stoneskin |
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 |
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 abandoned lone alchemist to death. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Salyremira the giant venus flytrap. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Girana the skeleton archer. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 1 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Quiver | Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 50% Mag, 60% Dex Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.37 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | Hareradar the Morningbloom (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +3 Dex Changes resistances: +3% blight Infravision radius: +5 A cap made of leather. |
| Tool | Nimbusshaper (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes stats: +8 Str Changes resistances: +10% darkness / +6% lightning Damage affinity(heal): +15% darkness Physical save: +10 (+2 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+5 eff.) Mana when firing critical spell: +4.00 Maximum life: +84.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| In main hand | Scaldtouch (58-75.4 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 58.0 - 75.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +12% acid / +12% fire / +13% cold / +12% lightning Changes damage: +3% mind / +18% fire Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +11 (+4 eff.) Sharp, short and deadly. |
| In off hand | Rharath the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +12 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 42.46 to 53.07 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 8/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 198)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (671% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune of the warrior (270 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 89.86 to 269.58 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
phase door rune of the warrior (range 15; power 42; dur 4)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. 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 ability. |
savior's stralite ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Physical save: +6 (+1 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+4 eff.) Rings can have magical properties. |
warrior's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
Salisewyn the Brandnoon (70.5-105.75 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +65 insidious poison When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +17 Effects on melee hit: * 20% chance to disease Changes resistances: +9% fire Changes resistances penetration: +10% physical / +15% fire Changes damage: +9% fire Massive two-handed mauls. |
EremidrabersRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +36 lightning When wielded/worn: Accuracy: +27 (+7 eff.) Armour penetration: +3 Physical crit. chance: +9.0% Fatigue: -4% Changes stats: +4 Dex Changes damage: +32% lightning Maximum stamina: +5.00 Longbows are used to shoot arrows at your foes. |
Blazewalker the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease * 15% chance to daze at end of turn Changes stats: +9 Con / +8 Wil Changes resistances: +15% blight / +22% mind / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +12% blight / +9% lightning Mental save: +34 (+10 eff.) Confusion immunity: +43% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crackleminister (20/20, 51-71.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon crit: * splashes the target with acid Damage (Ranged): +54 acid / +16 blight / +4 arcane / +30 darkness Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +12 lightning Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of erosion (18/18, 52.5-73.5 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 52.5 - 73.5 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 Damage (Ranged): +12 nature / +14 temporal Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (13/13, 13.5-18.9 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
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. |
493 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching alchemist's lamp of healthPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +7% fire Maximum life: +47.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
deadly pouch of stralite shots of accuracy (23/23, 53-63.6 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 Shots are used with slings to pummel your foes to death. |
flaming pouch of stralite shots of daylight (19/19, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Damage (Ranged): +9 light Burst (radius 1) on hit: +13 fire Damage against: +20% Undead Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Blindrip' (21/21, 53-63.6 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to blind * 10% chance to knock the target back * 25% chance to put talents on cooldown Damage (Ranged): +29 darkness / +42 physical / +40 light Damage against: +16% Living Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of wind (17/17, 40.5-48.6 power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.5 - 48.6 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * 11% chance to cause random gloom * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 mind Shots are used with slings to pummel your foes to death. |
elven-wood totem of cure ailments 'Lelisin' [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +18% acid Changes resistances penetration: +15% mind Critical mult.: +25.00% Mental crit. chance: +4% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of healing [power 147] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 9 (based on Willpower) for 147, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration [power 217] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 108 to 217, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of trap destruction [power 54] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (54 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 50
45th Profit 122nd year of Ascendancy at 22:15 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 50
44th Profit 122nd year of Ascendancy at 03:18 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 10
13rd Profit 122nd year of Ascendancy at 04:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 10
13rd Profit 122nd year of Ascendancy at 04:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 20
22nd Profit 122nd year of Ascendancy at 11:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 30
22nd Profit 122nd year of Ascendancy at 16:07 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 40
23rd Profit 122nd year of Ascendancy at 17:53 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 50
30th Profit 122nd year of Ascendancy at 07:24 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 7
10th Profit 122nd year of Ascendancy at 14:34 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 2
16th Voratun 122nd year of Ascendancy at 11:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 2
16th Voratun 122nd year of Ascendancy at 11:14 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 17
22nd Profit 122nd year of Ascendancy at 11:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 50
45th Profit 122nd year of Ascendancy at 21:53 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WAX COME BACK PLAY THIS G the Dwarf Temporal Warden level 50
43rd Profit 122nd year of Ascendancy at 13:18 see stats
Log
WAX COME BACK PLAY THIS G is free from the acid.
WAX COME BACK PLAY THIS G has recovered!
Acid Splash from Salyyawen the patchwork troll hits WAX COME BACK PLAY THIS G for 2 acid damage.
WAX COME BACK PLAY THIS G instinctively hardens his skin and ignores the attack!
WAX COME BACK PLAY THIS G repels an attack from Something.
WAX COME BACK PLAY THIS G parries the attack with his dual weapons!
WAX COME BACK PLAY THIS G repels an attack from Something.
Something performs a melee critical strike against WAX COME BACK PLAY THIS G!
WAX COME BACK PLAY THIS G is pinned to the ground.
Something hits WAX COME BACK PLAY THIS G for 158 physical, 3 fire (161 total damage).
WAX COME BACK PLAY THIS G hits Something for 6 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane (30 total damage).
Something performs a melee critical strike against WAX COME BACK PLAY THIS G!
Something hits WAX COME BACK PLAY THIS G for 184 physical, 3 fire (187 total damage).
WAX COME BACK PLAY THIS G hits Something for 6 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane (30 total damage).
WAX COME BACK PLAY THIS G parries the attack with his dual weapons!
WAX COME BACK PLAY THIS G repels an attack from Something.
WAX COME BACK PLAY THIS G is disarmed!
WAX COME BACK PLAY THIS G is not disabled anymore.
WAX COME BACK PLAY THIS G recovers sight.
WAX COME BACK PLAY THIS G is no longer pinned.
WAX COME BACK PLAY THIS G has recovered!
Something hits WAX COME BACK PLAY THIS G for 98 physical, 3 fire, 126 physical, 5 acid, 3 fire (235 total damage).
WAX COME BACK PLAY THIS G hits Something for 6 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane, 5 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane (55 total damage).
Something performs a melee critical strike against WAX COME BACK PLAY THIS G!
Something hits WAX COME BACK PLAY THIS G for 70 physical, 4 acid, 3 fire, 86 physical, 3 fire (166 total damage).
WAX COME BACK PLAY THIS G hits Something for 5 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane, 5 fire, 4 cold, 4 lightning, 4 arcane, 3 fire, 2 cold, 2 lightning, 2 arcane (50 total damage).
WAX COME BACK PLAY THIS G rearms.
WAX COME BACK PLAY THIS G has recovered!
Something performs a melee critical strike against WAX COME BACK PLAY THIS G!
Saving game...































































































