










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines 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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Steamtech UI 1.1.4 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Better Item Description 1.7.4This 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 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:
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 | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 11 / 80% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 11 on the 65th Haze 122nd year of Ascendancy at 07:24 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 43 (base 26) |
Constitution | 13 (base 10) |
Magic | 39 (base 36) |
Willpower | 16 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -85/330 |
Paradox | 358 |
Healing Factor | 1.2483363011315 |
Regeneration | 2.4342557872065 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Stealth | 15.37474187512 |
See Invisible | 15.37474187512 |
Offense: Mainhand
Damage | 51 |
Accuracy | 47 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 47 |
Crit Chance | 6% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
Light | +26% |
Cold | +8% |
Blight | +14% |
Mind | +10% |
Fire | +11% |
All | +5% |
Offense: Damage Penetration
Lightning | +5% |
Mind | +6% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 5 (38.594633868923%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 24 |
Mental Save | 15 |
Defense: Resistances
Nature | + 12%( 70%) |
Lightning | + 17%( 70%) |
Light | + 55%( 70%) |
Temporal | + 30%( 70%) |
Blight | + 14%( 70%) |
Cold | + 13%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 67% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (5/5)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed pouch of bone giant dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' 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 electric eel tail. * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed bear paw. * '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.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Apr +1 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Die.at -20.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(62 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 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag +2 Wil dps ---------- Melee+ 6 nature Dmg.mod +4% nature +3% cold Res.pen +5% lightning +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +11% light +5% all ----- def ----- Resists +3% temporal +22% light +6% mind Mind.save +6 (+5 eff.) Confus- +21% Knockbk- +20% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +10% Undead On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% fire Acc +13 (+5 eff.) ----- def ----- Defense +13 (+4 eff.) Resists +3% blight Disarm- +43% One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Res.pen +5% cold ----- def ----- Resists +5% lightning +5% temporal +6% cold ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +7% Undead While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% S.pwr/crit +2 Dmg.mod +9% blight Phasing +30% ----- def ----- Defense +1 (+0 eff.) Spell.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% 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 T1 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind Res.pen +6% mind ----- def ----- Resists +5% blight +7% all Max.HP +41.00 HP.reg +1.70 Heal.mod +12% ---------- misc Psi/turn +0.30 Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 142.59 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +14% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+7 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 77.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Mana/turn +0.10 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+4 eff.) Dmg.mod +17% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 22.5 - 33.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego++] Nature/Psionic Power 17.0 - 27.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +7 acid +7 nature On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +9% acid +9% nature Apr +9 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 18.0 - 28.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 30% While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 6 acid Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Death 2 While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Crit.chn- 5.00% Disarm- +20% Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Resists +1% physical Phys.save +4 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+6 eff.) Max.HP +10.00 HP.reg +0.90 ---------- misc Stam/turn +1.00 Equi/ret +1.20 Talents +1 Attune Mindstar 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. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning While equipped: dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 arrow ammo [Ego] Arcane Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego+] Master Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 13 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Nature Power 14.0 - 16.8 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Ranged+ +8 lightning +7 nature On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Psionic Power 18.0 - 21.6 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Rld cld 6 Ranged+ +6 blight +7 mind On Hit: * 5% chance to reduce strength, dexterity, and constitution by 20 * 13% chance to reduce all saves and defense by 18 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +2 Fatigue +8% Resists +3% acid Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +1 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% all Phys.save +16 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold Max.HP +30.00 HP.reg +3.50 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% acid A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +3% darkness +5% arcane 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. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 72.49 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +1 Fatigue -5% Resists +3% fire Phys.save +15 (+12 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 25% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% nature +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 9 mind Dmg.mod +5% arcane +4% mind ----- def ----- Armour +2 Fatigue +3% Resists +5% mind Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Crit.r2 +5 arcane +9 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning +3% nature Res.pen +5% fire Melee Ret 8 lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+5 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% acid Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 10% chance to reduce all saves and defense by 18 ----- def ----- Defense +1 (+0 eff.) Resists +16% acid Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Bone of Distorted Time the Skeleton Temporal Warden level 6
5th Flare 122nd year of Ascendancy at 23:51 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 10
4th Dusk 122nd year of Ascendancy at 12:22 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 10
5th Dusk 122nd year of Ascendancy at 10:56 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 10
6th Dusk 122nd year of Ascendancy at 20:46 see stats
Log
Your shield crumbles under the damage!
The shield around Bone of Distorted Time crumbles.
Emelywen the netherworm mass's can be afflicted again.
Emelywen the netherworm mass leeches life from Bone of Distorted Time!
Emelywen the netherworm mass receives 11 healing from Bone of Distorted Time.
Emelywen the netherworm mass hits Bone of Distorted Time for (26 absorbed), 0 darkness, (22 absorbed), 10 darkness (10 total damage).
Armoured skeleton warrior misses Bone of Distorted Time.
Bone of Distorted Time is no longer out of phase.
Bone of Distorted Time has recovered!
Bone of Distorted Time casts Warp Blade.
Bone of Distorted Time misses Emelywen the netherworm mass.
Emelywen the netherworm mass resists the stun!
Bone of Distorted Time hits Armoured skeleton warrior for (19 blocked), 0 light, (9 blocked), 0 fire (0 total damage).
Bone of Distorted Time hits White worm mass for 19 light, 9 fire (28 total damage).
Bone of Distorted Time hits White worm mass for 19 light, 9 fire (28 total damage).
Bone of Distorted Time hits Emelywen the netherworm mass for 31 temporal, 30 physical, 5 light, 4 nature, 11 light, 9 temporal, 6 fire (97 total damage).
White worm mass uses Multiply.
Emelywen the netherworm mass performs a melee critical strike against Bone of Distorted Time!
Emelywen the netherworm mass performs a melee critical strike against Bone of Distorted Time!
Bone of Distorted Time shares damage with his guardian!
Emelywen the netherworm mass leeches life from Bone of Distorted Time!
Emelywen the netherworm mass leeches life from Bone of Distorted Time's temporal clone!
Bone of Distorted Time's temporal clone hits Emelywen the netherworm mass for 57 healing, 9 healing, 24 healing, 9 healing (0 total damage) [99 healing].
Emelywen the netherworm mass hits Bone of Distorted Time's temporal clone for (8 shared), (23 shared), (8 shared) (39 total damage).
Emelywen the netherworm mass hits Bone of Distorted Time for (105 shared), 110 darkness, 26 darkness, 70 darkness, 26 darkness (231 total damage).
Bone of Distorted Time hits Emelywen the netherworm mass for 233 healing, 37 healing, 85 healing, 9 healing (0 total damage) [363 healing].
Armoured skeleton warrior hits Bone of Distorted Time's temporal clone for (22 shared) damage.
Armoured skeleton warrior hits Bone of Distorted Time for 68 physical damage.
Bone of Distorted Time the level 11 skeleton temporal warden was decapitated to death by an armoured skeleton warrior on level 2 of Ruins of Kor'Pul.