











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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:
 Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 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:
 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 Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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 | 21 / 68% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 13 (base 12) | 
| Dexterity | 51 (base 50) | 
| Constitution | 13 (base 10) | 
| Magic | 60 (base 50) | 
| Willpower | 24 (base 12) | 
| Cunning | 31 (base 19) | 
Resources
| Life | 562/562 | 
| Paradox | 300 | 
| Healing Factor | 1.0783363011315 | 
| Regeneration | 8.8962744843347 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +68.967548015725% | 
| Spell | 0% | 
| Global | +120% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 3 | 
| See Stealth | 25.815079312531 | 
| See Invisible | 25.815079312531 | 
Offense: Mainhand
| Damage | 104 | 
| Accuracy | 70 | 
| Crit Chance | 39% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 52 | 
| Accuracy | 70 | 
| Crit Chance | 40% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 43 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +12% | 
| Physical | +6% | 
| Temporal | +7% | 
| Blight | +23% | 
| Arcane | +3% | 
| Mind | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +15% | 
| Blight | +5% | 
| Arcane | +5% | 
| Fire | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 19 (76.987013568881%) | 
| Defense | 69 | 
| Ranged Defense | 69 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 32 | 
| Mental Save | 35 | 
Defense: Resistances
| Blight | + 23%( 70%) | 
| Physical | + 24%( 70%) | 
| Cold | + 6%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 30%( 70%) | 
| Light | + 9%( 70%) | 
| Lightning | + 3%( 70%) | 
| Mind | + 6%( 70%) | 
| Fire | + 18%( 70%) | 
| Nature | + 15%( 70%) | 
Defense: Immunities
| Teleport Resistance | 20% | 
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 51% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 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: 2.5Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 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 203 damage for 3 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 2.5Rune: Prismatic Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 temporal, 3 darkness, 3 physical, 3 arcane, 5 mind | 
Class Talents
| Chronomancy / Threaded Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Hounds | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Chronomancy / Bow Threading | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Chronomancy / Blade Threading | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.50 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Fate Weaving | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Weapon Folding | 
| talent | Temporal Hounds | 
| beneficial effect | The target is moving is 69% faster.3 Celerity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There 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 | 
| Escort the lost tinker to the recall portal on level 1 of Old Forest.Escort: lost tinker (level 1 of Old Forest) | active | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire.Escort: temporal explorer (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 city When 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  pair of rough leather boots 'Runikalthoyaneg' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Armour +1 Resists +3% lightning +5% fire +6% cold Phys.save +12 (+6 eff.) Max.HP +40.00 Heal.mod +5% A pair of boots made of leather. | 
| Light source |  Salotira 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +15 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life HP.reg +4.00 Pinning- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +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 |  Glorygatta the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Crit.mult +15.00% Dmg.mod +12% blight +3% mind Res.pen +5% arcane Acc +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +12% blight +1% physical A pointy cloth hat, very wizardly... | 
| On hands |  Flashvengeance the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% fire Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +9% light Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +22% 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 |  Shard of Crystalized Time 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
| On fingers |  Breezesnake the copper ring 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Dmg.mod +11% blight +3% arcane Res.pen +5% blight ----- def ----- Resists +11% blight +9% nature Rings make your fingers look great! | 
| On fingers |  steel ring 'Belata' 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Defense +16 (+4 eff.) Resists +24% darkness +6% nature HP.reg +2.00 Teleport- +20% Rings make your fingers look great! | 
| Around neck |  Huredrafang the Voidhunger 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +4 ----- def ----- Fatigue -5% Resists +6% darkness +7% physical Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! | 
| In main hand |  steel longsword 'Kukalthorek' (15-21 power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 15.0 - 21.0 Physical Uses 150% 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% * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +29% ---------- misc Infravis +3 Sharp, long, and deadly. | 
| Around waist |  rough leather belt 'Radianceraven' 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical Acc +15 (+4 eff.) ----- def ----- Armour +6 Resists +2% physical Phys.save +3 (+1 eff.) ---------- misc Light +1 Create a temporary shield that absorbs 182 damage Puts all charms on 30 cooldown A belt that goes around your waist. | 
| In off hand |  iron dagger 'Samuvon' (16-21 power, 5 apr) 1.0 T1 dagger 1H weapon [Rare] Psionic Power 16.5 - 21.4 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +3.0% ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Sharp, short and deadly. | 
| Cloak |  enveloping linen cloak of Iron Throne (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Mydil the cured leather armour (6 def, 11 armour) 9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Mag dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +6 (+1 eff.) Melee+ 6 fire Ranged+ 6 fire Phasing +30% ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +13% fire +6% mind +14% physical Mind.save +10 (+5 eff.) A suit of armour made of leather. | 
Inventory
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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. | 
|  Mardirath the Rotoracle 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +15% nature On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Resists +3% mind +1% physical Crit.chn- 5.00% Phys.save +11 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+5 eff.) Max.HP +40.00 Amulets make your neck look great! | 
|  copper amulet 'Mayykira' 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +6% temporal Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! | 
|  Branuregohek the Infernostun 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +4 Con dps ---------- Dmg.mod +10% nature Res.pen +5% cold ----- def ----- Resists +20% nature +3% fire Crit.chn- 10.00% Rings make your fingers look great! | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! | 
|  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 95% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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. | 
|  iron dagger (9-12 power, 5 apr) 1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  Sewerstriker 4.0 T2 longbow 2H weapon [Random Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +8 nature While equipped: Stats +6 Dex +4 Wil dps ---------- Dmg.mod +3% blight Res.pen +9% physical +19% all Acc +20 (+5 eff.) Apr +18 Longbows are used to shoot arrows at your foes. | 
|  Squalorspawn (12-17 power, 2 apr) 3.0 T1 longsword 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% nature ----- def ----- Resists +5% arcane Sharp, long, and deadly. | 
|  iron longsword (12-17 power, 2 apr) 3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. | 
|  Eilinata the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +2 Con dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Infravis +1 See.Invis +3 A belt that goes around your waist. | 
|  pair of rough leather boots 'Rainbreak' (0 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +3% light Res.pen +5% cold Acc +10 (+3 eff.) ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. | 
|  Samugund (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Res.pen +5% temporal ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% darkness Spell.save +5 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... | 
|  spellwoven linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... | 
|  Lelogar (3 def, 2 armour) 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Mind.save +3 (+2 eff.) Max.HP +23.00 ---------- misc Equi/ret +0.04 A suit of armour made of leather. | 
|  4 agate 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. | 
|  213 alchemist agate 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. | 
|  onyx 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. | 
|  4 aquamarine 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. | 
|  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 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. | 
|  topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  3 spinel 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. | 
|  Khelehek the Blackwing 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% darkness Apr +1 ----- def ----- Armour +8 Phys.save +9 (+4 eff.) Max.HP +44.00 ---------- 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. | 
|  brass lantern 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. | 
|  brass lantern 'Arcburst' 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% temporal Melee Ret 2 lightning 13 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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. | 
|  brass lantern 'Neretta' 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical Res.pen +15% acid Melee Ret 4 physical ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +9 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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 amethyst 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. | 
|  7 ametrine 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. | 
|  3 citrine 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. | 
|  2 zircon 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
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Temprin the Shalore Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 16:31 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Temprin the Shalore Temporal Warden level 20
22nd Dusk 122nd year of Ascendancy at 18:42 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Temprin the Shalore Temporal Warden level 9
4th Mirth 122nd year of Ascendancy at 15:55 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Temprin the Shalore Temporal Warden level 16
8th Flare 122nd year of Ascendancy at 12:03 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Temprin the Shalore Temporal Warden level 21
24th Dusk 122nd year of Ascendancy at 05:29 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Temprin the Shalore Temporal Warden level 15
1st Flare 122nd year of Ascendancy at 14:22 see stats
 Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
			Killed the weaver queen and the temporal defiler.By Temprin the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 14:24 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 57th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Ran for 3 turns (stop reason: interesting character).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: chat started).
You don't see how to get there...
Today is the 58th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:40.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 59th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
Ran for 9 turns (stop reason: interesting character).
Today is the 60th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:08.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 61st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Ran for 2 turns (stop reason: interesting terrain).
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 62nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)































































