











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Shalore |
Class | Temporal Warden |
Level / Exp | 18 / 46% |
Size | medium |
Lifes / Deaths | Killed by Arasetta the ultimate shivgoroth at level 18 on the 7th Regrowth 123rd year of Ascendancy at 18:05 / 1 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 41 (base 33) |
Constitution | 17 (base 10) |
Magic | 60 (base 46) |
Willpower | 17 (base 12) |
Cunning | 20 (base 10) |
Resources
Life | -229/380 |
Paradox | 303 |
Healing Factor | 1.0629415192739 |
Regeneration | 2.3916184183663 |
Speed
Mental | +6.1340430109899% |
Attack | +6.1340430109899% |
Movement | +10.000000000005% |
Spell | +6.1340430109899% |
Global | +99.999999999999% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 13.849364806351 |
See Invisible | 19.849364806351 |
Offense: Mainhand
Damage | 93 |
Accuracy | 33 |
Crit Chance | 18% |
APR | 14 |
Speed | 0.90 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 9% |
Speed | 0.94220475507227 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 7% |
Speed | 0.94220475507227 |
Offense: Damage Bonus
Light | +23% |
All | +12% |
Physical | +17% |
Mind | +23% |
Nature | +24% |
Offense: Damage Penetration
Acid | +20% |
Mind | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 18 |
Defense: Resistances
Darkness | + 18%( 70%) |
Physical | + 16%( 70%) |
Nature | + 23%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 27%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
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 205 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 61 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 784% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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 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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +6 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +5 (+2 eff.) Spellpower/crit +8 defense ------ Armor +3 Fatigue +2% Resistance +5% arcane other ------- Mana-on-crit +1.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T4 arrow ammo [Rare] Nature Weapon Damage 46.0 - 64.4 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 22 On-ranged-hit +8 lightning +20 nature On-Hit, radius 1 +4 lightning +20 fire On-crit, radius 2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% physical defense ------ Armor +2 Defense +5 (+2 eff.) Physical save +9 (+4 eff.) Unlife -40.00 life other ------- Stamina/turn +1.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +11% mind Ignore resists +20% acid defense ------ Defense +1 (+0 eff.) Resistance +14% mind +1% physical Disease Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +1 Str offense ------ On-Hit 13 physical On-Ranged-Hit 15 physical Damage +12% nature When Hit 8 nature On-Hit (Melee): * 14% chance to reduce all saves and defense by 13 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 13 defense ------ Resistance +9% nature other ------- Hate-on-crit +2.00 Max hate +9.00 Infravision +2 See Invisibility +6 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) When Hit 2 acid 2 fire defense ------ Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Confus Resist +10% Stun Resist +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+6 eff.) 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 | ![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Critical power +10.00% Physical Power +11 (+4 eff.) When Hit 2 physical defense ------ Armor +3 Defense +30 (+9 eff.) Fatigue +5% other ------- Stamina/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +17 (+6 eff.) Damage +12% all On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +3% darkness +15% all Physical save +9 (+4 eff.) Spell save +6 (+3 eff.) Teleport Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+0 eff.) Physical save +5 (+2 eff.) Mind save +6 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +7 Con offense ------ Move Speed +10% Ignore resists +10% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 13 defense ------ Fatigue -5% Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Mind Crit +4% Spellpower/crit +2 When Hit 2 mind other ------- Mana/turn +0.04 Hate-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% lightning +3% physical Ignore resists +20% lightning defense ------ Resistance +7% physical Physical save +3 (+1 eff.) Unlife -80.00 life other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Mind save +5 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% light other ------- Mana/turn +0.22 Max mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +1.0% Spell Crit +10% Critical power +10.00% Spellpower +12 (+4 eff.) Damage +25% blight defense ------ Resistance +6% light +6% fire Mind save +9 (+5 eff.) Poison Resist +10% Disarm Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Arcane Weapon Damage 56.0 - 84.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +4 acid +12 cold On-Hit, radius 1 +8 acid On-crit, radius 2 +8 mind On Hit: * 20% chance to reduce armor by 34% While equipped: offense ------ Damage +12% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +13 light Damage Against +10% Undead On-Hit, radius 1 +12 darkness On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex offense ------ Physical Crit +7.0% Critical power +10.00% Combat Speed +10% Accuracy +13 (+6 eff.) defense ------ Armor +4 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.0 - 54.4 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 cold Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Ignore Armor +3 defense ------ Resistance +9% lightning +3% blight Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Arcane Weapon Damage 36.5 - 51.1 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 While equipped: offense ------ Damage +12% acid Ignore resists +10% acid defense ------ Resistance +12% acid Unlife -40.00 life Life +40.00 Life Regen +4.00 Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+8 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 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +1 Mag +1 Wil offense ------ Spellpower +5 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 20.5 - 22.6 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +6% Mindpower +10 (+5 eff.) On-Hit 7 mind 8 darkness Damage +14% mind +7% darkness Accuracy +25 (+10 eff.) other ------- 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 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 0% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 23.77 to 71.31 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-Hit, radius 1 +4 cold While equipped: Stats +3 Str +3 Mag +1 Wil +5 Con offense ------ Physical Power +9 (+3 eff.) Damage +6% darkness Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 cold Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +11% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 draining blight Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Accuracy +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +7 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +17% acid defense ------ Resistance +25% acid +11% all Mind save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid +11% all Spell save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% cold Blind Resist +10% Stun Resist +20% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +26.00 Life Regen +4.40 Healmod +11% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Psionic While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% mind Mind save +10 (+6 eff.) A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +2 Dex defense ------ Resistance +5% fire +6% cold other ------- Max stamina +10.00 Light +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +23% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% lightning Ignore resists +10% darkness +5% lightning On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Defense +1 (+0 eff.) Resistance +6% darkness +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +9% light Ignore resists +5% blight defense ------ Defense +1 (+0 eff.) Mind save +9 (+5 eff.) Life Regen +2.00 Knockbk Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature/Master While equipped: offense ------ Critical power +13.00% Accuracy +6 (+3 eff.) Ignore Armor +6 defense ------ Stealth +6 Life +32.00 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ Ignore resists +10% blight +5% temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Resistance +9% temporal Stealth +9 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Str +3 Mag defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal other ------- Max psi +10.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Con offense ------ Physical Power +10 (+4 eff.) Ignore resists +15% blight Accuracy +11 (+5 eff.) defense ------ Armor +5 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 physical Damage +5% physical Accuracy +12 (+6 eff.) defense ------ Armor +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil offense ------ Damage +11% lightning Ignore Armor +2 defense ------ Defense +16 (+5 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Defense +2 (+1 eff.) Resistance +15% acid A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% nature +11% physical Ignore resists +5% mind +20% nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 13 defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +11% physical A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% lightning Ignore resists +20% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +3% mind defense ------ Defense +1 (+0 eff.) Resistance +5% fire +6% cold other ------- EQ when Hit +0.16 Hate-on-crit +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +5 Cun offense ------ Mind Crit +1% Damage +3% mind defense ------ Armor +1 Fatigue +1% Mind save +9 (+5 eff.) other ------- Max psi +20.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +6 Wil +3 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +15% arcane When Hit 4 arcane defense ------ Armor +3 Fatigue +3% Resistance +14% blight +5% arcane +6% acid Mind save +13 (+7 eff.) A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +5 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +3 (+1 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance 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. |
Achievements
By Faanhalim the Shalore Temporal Warden level 10
5th Flare 122nd year of Ascendancy at 23:31 see stats
By Faanhalim the Shalore Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 12:05 see stats
By Faanhalim the Shalore Temporal Warden level 16
41st Haze 122nd year of Ascendancy at 22:06 see stats
By Faanhalim the Shalore Temporal Warden level 6
4th Mirth 122nd year of Ascendancy at 22:00 see stats
By Faanhalim the Shalore Temporal Warden level 16
32nd Haze 122nd year of Ascendancy at 13:09 see stats
By Faanhalim the Shalore Temporal Warden level 17
44th Haze 122nd year of Ascendancy at 11:38 see stats
By Faanhalim the Shalore Temporal Warden level 5
3rd Mirth 122nd year of Ascendancy at 02:29 see stats
Log
Arasetta the ultimate shivgoroth's ice storm area effect hits Faanhalim for (8 webs of fate), 33 lightning, (0 webs of fate), 0 cold (33 total damage).
Webs of Fate hits Arasetta the ultimate shivgoroth for 7 lightning, 0 cold (7 total damage).
Arasetta the ultimate shivgoroth casts Glacial Vapour.
Faanhalim shoots!
Faanhalim's Shoot misses Arasetta the ultimate shivgoroth.
Thunderstorm hits Faanhalim for (1 webs of fate), 2 lightning (2 total damage).
Webs of Fate hits Arasetta the ultimate shivgoroth for 1 lightning damage.
Faanhalim is encased in ice!
Arasetta the ultimate shivgoroth's ice storm area effect hits Faanhalim for 54 lightning, 0 cold (54 total damage).
Arasetta the ultimate shivgoroth's glacial vapour area effect hits Faanhalim for (13 to ice), 19 lightning, (0 to ice), 0 cold (19 total damage).
Arasetta the ultimate shivgoroth casts Chain Lightning.
Your Contingency triggered Time Stop!
Arasetta the ultimate shivgoroth hits Faanhalim for (84 to ice), 126 lightning (126 total damage).
Faanhalim casts Time Stop.
Faanhalim has stopped time!
Faanhalim uses Mardidothad the pair of iron boots!
Melee retaliation hits Iceblock for 2 acid, 2 physical, 2 fire, 9 nature (14 total damage).
Faanhalim hits Iceblock for 57 physical, 13 physical, 13 light, 15 temporal (97 total damage).
Arasetta the ultimate shivgoroth's spell attains critical power!
Thunderstorm hits Faanhalim for (13 to ice), 20 lightning (20 total damage).
Arasetta the ultimate shivgoroth's ice storm area effect hits Faanhalim for (22 to ice), 33 lightning, (0 to ice), 0 cold (33 total damage).
Arasetta the ultimate shivgoroth's glacial vapour area effect hits Faanhalim for (13 to ice), 19 lightning, (0 to ice), 0 cold (19 total damage).
Faanhalim is free from the ice.
Arasetta the ultimate shivgoroth casts Lightning.
Faanhalim vanishes from sight.
Faanhalim deactivates Secrets of the Eternals.
Arasetta the ultimate shivgoroth hits Faanhalim for 211 lightning damage.
Faanhalim the level 18 shalore temporal warden was zapped to death by Arasetta the ultimate shivgoroth on level 2 of Santascape.