










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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:
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 15 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Salotta the yellow jelly at level 15 on the 67th Haze 122nd year of Ascendancy at 16:06 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 42 (base 29) |
| Constitution | 21 (base 10) |
| Magic | 59 (base 41) |
| Willpower | 28 (base 12) |
| Cunning | 18 (base 10) |
Resources
| Life | -1/380 |
| Paradox | 317 |
| Healing Factor | 1.3863874345549 |
| Regeneration | 3.8125654450261 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 13.667173140154 |
| See Invisible | 13.667173140154 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 49 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +11% |
| Cold | +16% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (36%) |
| Defense | 31 |
| Ranged Defense | 32 |
| Fatigue | 3 |
| Physical Save | 30 |
| Spell Save | 34 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 56%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 13%( 70%) |
| Lightning | + 5%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Contingency |
| talent | Weapon Folding |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | The target's defense and saves have been increased by 6. 2 Spin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | insulating pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of ash arrows of erosion (13/13, 19.5-27.3 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 19.5 - 27.3 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 13 Ranged+ +8 temporal +15 nature +11 bleed On Crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | iron helm 'Elelralaith' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +6 Dex +1 Wil ----- def ----- Armour +3 Fatigue +5% Resists +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +19 (+9 eff.) Spell.save +13 (+6 eff.) Mind.save +13 (+7 eff.) Blind- +10% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) HP.reg +1.30 Stun/Frz- +21% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 150% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | stone warden's iron gauntlets (0 def, 8 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +8 Hardiness +6% Resists +5% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Yvaravena the silk robe (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +10 Mag +12 Wil +5 Cun dps ---------- Crit.mult +10.00% Dmg.mod +11% lightning +10% physical +5% cold On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +3 (+1 eff.) Resists +5% lightning +9% cold Crit.dmg- 15.00% ---------- misc Mana/turn +0.18 Psi/turn +0.19 Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eluretira0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -4% Resists +3% physical +3% mind +3% light HP.reg +1.20 Teleport- +15% Amulets can have magical properties. |
Inventory
insidious poison infusion (16 nature damage, 28% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.57 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (151 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 151.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 10 for 4 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 10) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +21% Amulets can have magical properties. |
steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
thought-forged iron waraxe of massacre (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 18.0 - 25.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to cause random gloom While equipped: Stats +2 Cun +1 Wil One-handed war axes. |
arcing steel dagger of amnesia (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Psionic Power 12.5 - 16.2 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 lightning On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown While equipped: Sharp, short and deadly. |
chilling steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold Sharp, short and deadly. |
ash longbow of nature4.0 T2 longbow 2H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +8 nature While equipped: dps ---------- Res.pen +8% nature ----- def ----- Resists +5% all Longbows are used to shoot arrows at your foes. |
quiver of elm arrows (21/21, 15.5-21.7 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 15.5 - 21.7 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (18/18, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.5 - 28.7 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
deadly pouch of steel shots of crippling (17/17, 27-32.4 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 27.0 - 32.4 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 17 On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Eremohor the Vilepain (2 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +7 Dex +7 Mag +5 Wil dps ---------- Dmg.mod +10% lightning +7% physical +6% nature +7% cold Res.pen +10% nature ----- def ----- Defense +2 (+1 eff.) Resists +7% lightning +6% cold ---------- misc See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. |
iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
hardened leather belt 'Bilevein'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +9% acid +6% cold +5% arcane +12% lightning D.Red.from +15% Summoned A belt that goes around your waist. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Kurma the Shalore Temporal Warden level 12
51st Dusk 122nd year of Ascendancy at 07:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kurma the Shalore Temporal Warden level 10
10th Dusk 122nd year of Ascendancy at 06:45 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Kurma the Shalore Temporal Warden level 13
20th Haze 122nd year of Ascendancy at 21:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Kurma the Shalore Temporal Warden level 5
2nd Mirth 122nd year of Ascendancy at 11:52 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Kurma the Shalore Temporal Warden level 9
5th Dusk 122nd year of Ascendancy at 13:43 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By Kurma the Shalore Temporal Warden level 4
79th Pyre 122nd year of Ascendancy at 09:34 see stats
Log
Aerybrenne the blue jelly hits Kurma for 1 cold, 2 fire, 1 cold, 2 fire (8 total damage).
Burning from Kurma hits Aerybrenne the blue jelly for 1 fire damage.
Kurma casts Arrow Stitching.
Kurma warps space-time to equip: Surefire
barbed quiver of ash arrows of erosion.
Kurma's Arrow Stitching performs a ranged critical strike against Aerybrenne the blue jelly!
Kurma's temporal clone's Arrow Stitching hits Aerybrenne the blue jelly for 62 physical, 6 temporal, 11 nature, 1 physical, 11 temporal (94 total damage).
Kurma's Arrow Stitching hits Aerybrenne the blue jelly for 119 physical damage.
Kurma's Arrow Stitching killed Aerybrenne the blue jelly!
Kurma picks up (q.): hardened leather belt 'Bilevein'.
Kurma stops spinning fate.
Talent Warp Blade is ready to use.
The unstable sand tunnel collapses!
Talent Arrow Stitching is ready to use.
Kurma spins fate.
Salotta the yellow jelly's Strafe hits Kurma for 23 lightning, 26 physical, 1 lightning, 1 fire, 3 lightning, 3 darkness, 0 lightning (60 total damage).
Salotta the yellow jelly's Strafe hits Kurma for 21 lightning, 24 physical, 0 lightning, 1 lightning, 1 fire, 1 lightning, 1 nature, 3 lightning, 3 darkness (58 total damage).
Kurma slows down.
Blue jelly's Slime Spit hits Kurma for 11 cold, 20 nature (32 total damage).
Salotta the yellow jelly's Strafe hits Kurma for 24 lightning, 27 physical, 0 lightning, 1 lightning, 1 fire, 1 lightning, 1 nature, 3 lightning, 3 darkness (64 total damage).
Salotta the yellow jelly's Strafe hits Kurma for 24 lightning, 27 physical, 1 lightning, 1 fire, 3 lightning, 3 darkness, 0 lightning (62 total damage).
The unstable sand tunnel collapses!
Talent Fold Fate is ready to use.
Your Contingency triggered Rune: Shielding!
Saving game...

























































































