











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 29 / 46% |
Size | medium |
Lifes / Deaths | Killed by Isutta the orc warrior at level 15 on the 11st Dusk 122nd year of Ascendancy at 20:37 2 / 4Killed by Mayybrenor the shadowblade at level 28 on the 26th Haze 122nd year of Ascendancy at 05:21 Killed by Velumira the slaver at level 28 on the 28th Haze 122nd year of Ascendancy at 22:40 Killed by Emelyrin the ogre guard at level 29 on the 35th Haze 122nd year of Ascendancy at 15:58 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 60 (base 52) |
Constitution | 21 (base 10) |
Magic | 90 (base 60) |
Willpower | 22 (base 12) |
Cunning | 20 (base 10) |
Resources
Life | 642/642 |
Paradox | 290 |
Healing Factor | 1.394804467222 |
Regeneration | 0.3487011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Stealth | 19.222345367736 |
See Invisible | 31.222345367736 |
Offense: Mainhand
Damage | 129 |
Accuracy | 60 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 60 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +31% |
Temporal | +75% |
Physical | +34% |
Arcane | +3% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +19% |
Lightning | +11% |
Mind | +5% |
Temporal | +12% |
Darkness | +20% |
Arcane | +10% |
Cold | +10% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 37 |
Mental Save | 21 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 25%( 70%) |
All | + 15%( 70%) |
Darkness | + 25%( 70%) |
Light | + 18%( 70%) |
Temporal | + 60%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 33%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 14% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
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 325 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 177 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Increases defense by 13. Mobile Defense |
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 Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. 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.' * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. * You've found the needed ritch stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Resists +14% lightning +8% temporal Spell.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +10% Confus- +20% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Wil +1 Con ---------- misc Light +6 See.Invis +12 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 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% light +21% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +3% light A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +7 Mag +1 Cun +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 temporal Ranged+ 8 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +2 Resists +10% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +5% arcane +6% darkness Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Melee+ 13 light 8 physical Ranged+ 13 light 9 physical Dmg.mod +11% light +11% temporal Res.pen +15% darkness +5% lightning On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ----- def ----- Resists +6% darkness +11% temporal ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% fire ----- def ----- Resists +9% mind +12% temporal +5% arcane +21% fire Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Dex +4 Mag dps ---------- Spell.crit +8% Spell.pwr +8 (+3 eff.) Dmg.mod +10% physical +10% darkness +6% cold +9% temporal +11% light Res.pen +10% arcane ----- def ----- Resists +12% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Psionic Power 40.0 - 56.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +18 lightning +6 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +26% Res.pen +6% lightning +10% cold Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +6 Mag +4 Cun +5 Con dps ---------- Phys.crit +6.0% Mind.crit +5% Acc +20 (+5 eff.) ----- def ----- Phys.save +9 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Master Power 23.5 - 30.6 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 nature While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +6% physical ----- def ----- Crit.chn- 5.00% Disarm- +14% ---------- misc Infravis +2 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) Resists +12% temporal Spell.save +9 (+4 eff.) Max.HP +40.00 Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% 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 T3 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +19% temporal +24% physical Res.pen +12% temporal +13% physical Melee Ret 4 mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +3% acid +6% nature +5% arcane +11% all Phys.save +21 (+9 eff.) Mind.save +9 (+5 eff.) Anom.red +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 369 damage for 4 turns. 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 spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +4% fire +4% cold +4% lightning Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-5 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +12% cold Res.pen +25% cold ----- def ----- Resists +33% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +5% mind Acc +20 (+5 eff.) ----- def ----- Phys.save +7 (+3 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Psionic Power 64.5 - 103.2 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +8.0% Atk.spd 100% Melee+ +24 nature On Crit.r2 +38 lightning +7 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Con dps ---------- Mov.spd +50% Res.pen +23% lightning +23% cold ----- def ----- Die.at -60.00 life Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 30.5 - 42.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Con +5 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% light ----- def ----- Resists +9% light +3% temporal Max.HP +23.00 Blunt and deadly. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned Melee Ret 2 darkness ----- def ----- Defense +5 (+2 eff.) Resists +6% fire D.Red.from +19% Summoned ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con dps ---------- Dmg.mod +9% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% light Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +1 Dex dps ---------- Melee Ret 2 darkness ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Max.HP +30.00 ---------- misc Light +3 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 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +51.00 HP.reg +1.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% lightning +3% temporal Melee Ret 4 temporal ----- def ----- Armour +1 Resists +3% nature Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +14 (+4 eff.) Apr +4 ----- def ----- Armour +1 Die.at -80.00 life A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag +3 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 ---------- misc Max.stam +20.00 Light +2 See.Invis +12 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Dmg.mod +11% mind Phasing +30% ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Spell.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.61 to 70.83 lightning damage (47.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +4 Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +2% physical +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Breathe water A cap made of leather. |
![]() 3.0 T1 arrow ammo [Ego] Arcane Power 13.0 - 18.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 47 Ranged+ +12 light Against +14% Undead While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Normal] Power 12.0 - 16.8 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Apr +9 ----- def ----- Resists +9% fire +5% arcane +21% cold While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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 (+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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% fire Melee Ret 4 fire ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +5% nature ----- def ----- Armour +2 Defense +10 (+4 eff.) Resists +5% arcane +9% blight Max.HP +40.00 ---------- misc Light +3 See.Invis +3 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. |
![]() 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 110.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 110.71 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +25 (+6 eff.) Dmg.mod +6% physical ----- def ----- Resists +7% blight HP.reg +3.00 ---------- misc Max.stam +20.00 Light +3 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 Melee Ret 2 arcane ----- def ----- Resists +2% physical Max.HP +44.00 ---------- misc Mana/s.crit +2.00 Max.stam +10.00 Light +3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light 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. |
Achievements
By John Connor the Shalore Temporal Warden level 19
47th Dusk 122nd year of Ascendancy at 01:40 see stats
By John Connor the Shalore Temporal Warden level 22
69th Dusk 122nd year of Ascendancy at 05:53 see stats
By John Connor the Shalore Temporal Warden level 24
14th Haze 122nd year of Ascendancy at 19:36 see stats
By John Connor the Shalore Temporal Warden level 27
25th Haze 122nd year of Ascendancy at 05:24 see stats
By John Connor the Shalore Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 02:21 see stats
By John Connor the Shalore Temporal Warden level 20
56th Dusk 122nd year of Ascendancy at 23:26 see stats
By John Connor the Shalore Temporal Warden level 27
24th Haze 122nd year of Ascendancy at 21:41 see stats
By John Connor the Shalore Temporal Warden level 13
2nd Dusk 122nd year of Ascendancy at 21:59 see stats
By John Connor the Shalore Temporal Warden level 16
17th Dusk 122nd year of Ascendancy at 01:48 see stats
By John Connor the Shalore Temporal Warden level 22
69th Dusk 122nd year of Ascendancy at 10:21 see stats
By John Connor the Shalore Temporal Warden level 15
12nd Dusk 122nd year of Ascendancy at 10:14 see stats
By John Connor the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 20:34 see stats
Log
Wretchling's acid area effect hits John Connor's temporal clone for 23 acid damage.
Wretchling's acid area effect hits Temporal hound for 0 acid damage.
Wretchling's acid area effect hits Emelyrin the ogre guard for 33 acid damage.
Wretchling's acid area effect hits Jinrim the wretchling for (4 to psi shield), 6 acid (6 total damage).
Emelyrin the ogre guard receives 197 healing from John Connor.
Melee retaliation hits Emelyrin the ogre guard for 43 healing, 2 mind, 2 mind, 2 mind (6 total damage) [43 healing].
Wretchling's acid area effect hits Temporal hound for 0 acid damage.
Wretchling's acid area effect hits Temporal hound for 0 acid damage.
Wretchling's acid area effect hits Jinrim the wretchling for (4 to psi shield), 6 acid (6 total damage).
Melee retaliation hits Emelyrin the ogre guard for 2 mind damage.
John Connor's temporal clone hits Emelyrin the ogre guard for 20 healing, 8 healing, 23 healing, 4 healing, 2 healing, 23 healing, 16 healing, 16 healing (0 total damage) [113 healing].
Jinrim the wretchling's acid area effect hits Wretchling for 0 acid damage.
Jinrim the wretchling's acid area effect hits John Connor's temporal clone for 13 acid damage.
Jinrim the wretchling's acid area effect hits Emelyrin the ogre guard for 19 acid damage.
Jinrim the wretchling's acid area effect hits Temporal hound for 0 acid damage.
Jinrim the wretchling's acid area effect hits Jinrim the wretchling for (2 to psi shield), 3 acid (3 total damage).
John Connor the level 29 shalore temporal warden was boiled to death by Emelyrin the ogre guard on level 2 of Dark crypt.
You have 2 life(s) left.
John Connor's temporal clone stops burning.
John Connor's temporal clone is no longer out of phase.
John Connor's temporal clone deactivates Weapon Folding.
John Connor's temporal clone deactivates Contingency.
John Connor's temporal clone stops spinning fate.
John Connor's temporal clone's deep wound closes.
John Connor's temporal clone stops weaving fate.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelyrin the ogre guard killed John Connor!
Saving game...
Saving done.