









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant 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. 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:
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. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Extended Auto-use 1.1.5Adds additional options to talent auto-use 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. 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 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. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 21 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 13 on the 7th Flare 122nd year of Ascendancy at 21:35 0 / 6Killed by Nerirann the orc berserker at level 18 on the 27th Dusk 122nd year of Ascendancy at 17:04 Killed by Zubyvena the netherworm mass at level 20 on the 55th Dusk 122nd year of Ascendancy at 13:37 Killed by Urkis, the High Tempest at level 21 on the 76th Dusk 122nd year of Ascendancy at 11:51 Killed by Urkis, the High Tempest at level 21 on the 76th Dusk 122nd year of Ascendancy at 13:55 Killed by Urkis, the High Tempest at level 21 on the 76th Dusk 122nd year of Ascendancy at 16:07 |
Primary Stats
| Strength | 49 (base 10) |
| Dexterity | 47 (base 17) |
| Constitution | 17 (base 10) |
| Magic | 69 (base 50) |
| Willpower | 52 (base 35) |
| Cunning | 16 (base 10) |
Resources
| Life | -113/664 |
| Paradox | 368 |
| Healing Factor | 1.222941519274 |
| Regeneration | 2.5070301145116 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 34 |
| Crit Chance | 7% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +22% |
| Cold | +15% |
| Darkness | +5% |
| Arcane | +6% |
| Mind | +17% |
| Fire | +9% |
Offense: Damage Penetration
| Light | +31% |
| Fire | +26% |
| Arcane | +21% |
| Mind | +31% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 11 |
| Physical Save | 21 |
| Spell Save | 40 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 26%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 24%( 70%) |
| Blight | + 25%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 20%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 278 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: 14 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 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 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 acid, 5 cold, 2 physical, 5 temporal |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by orc soldier. Escort: injured seer (level 2 of Daikara) | failed |
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 improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | 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. * 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * You've found the needed electric eel tail. 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 chunk of ghoul flesh. * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Hornet Stingers (15/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Galahek the Flameidol2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +9% fire Res.pen +5% arcane +15% fire Melee Ret 2 blight ----- def ----- Resists +3% fire Max.HP +41.00 ---------- 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. |
| On head | Mayyda (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +9 Str +4 Dex +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 Infravis +1 A cap made of leather. |
| Tool | iron pickaxe 'Issyruidas' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +3 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Max.HP +22.00 ---------- misc Max.stam +17.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 22 light Ranged+ 18 light Dmg.mod +13% light Rings make your fingers look great! |
| On fingers | wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | Scorchhunter1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% fire +3% nature +3% darkness Spell.save +12 (+4 eff.) Stealth +6 A belt that goes around your waist. |
| In main hand | mighty yew longbow of piercing4.0 T3 longbow 2H weapon [Ego+] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +11% all Acc +8 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
| On hands | dwarven-steel gauntlets 'Grinomakan' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Mag +2 Wil dps ---------- Spell.crit +1% Phys.pwr +6 (+2 eff.) Melee+ 4 acid 7 darkness 4 fire 5 cold 5 lightning Dmg.mod +5% darkness Res.pen +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +60.00 Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 ice +6 acid +8 fire +4 lightning On Hit: 20% Moonlight Ray 3 On Hit: * 7% chance to reduce damage dealt by 21% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | elven-silk robe 'Sunblow' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +17% mind +9% light Res.pen +20% mind +20% light ----- def ----- Resists +12% blight +9% cold +3% light +15% all Max.HP +84.00 HP.reg +1.80 Heal.mod +16% ---------- misc Mana/turn +0.21 Psi/turn +0.75 Max.psi +23.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | stabilizing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Inventory
copper ring 'Aduna'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) Dmg.mod +11% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% cold Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
Tuharavon the ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +6 (+2 eff.) Dmg.mod +3% blight +15% temporal +3% arcane Phasing +30% On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voidtrail the iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +3% mind Acc +5 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +5 (+1 eff.) Resists +9% blight +6% fire Disarm- +20% Sharp, long, and deadly. |
balanced iron longsword (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 105% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +20% Sharp, long, and deadly. |
iron longsword (102% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 99% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of phasing (101% power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 101% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Sharp, short and deadly. |
quick steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 107% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +6 (+3 eff.) Sharp, short and deadly. |
chilling dwarven-steel dagger of paradox (121% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 122% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 temporal +5 cold While equipped: ----- def ----- Resists +5% temporal Sharp, short and deadly. |
Filthpower the elm longbow4.0 T1 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +1 Cun +1 Str dps ---------- Phys.crit +2.0% Mind.pwr +20 (+7 eff.) Res.pen +5% nature Acc +9 (+4 eff.) ---------- misc See.Invis +3 Longbows are used to shoot arrows at your foes. |
Floewreck the elm longbow4.0 T1 longbow 2H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +4 cold +9 fire On Hit.r1 +16 nature +4 cold While equipped: dps ---------- Dmg.mod +3% light +14% fire Longbows are used to shoot arrows at your foes. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+5 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. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
Cleanseslice4.0 T2 longbow 2H weapon [Rare] Nature Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +4 lightning While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% nature ----- def ----- Resists +9% nature ---------- misc Infravis +2 Masteries +0.15 Wild-gift/Fungus Regenerate 86 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
steady ash longbow of cold4.0 T2 longbow 2H weapon [Ego] Arcane/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% cold Acc +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
flaming quiver of elm arrows (22/22, 103% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 104% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (20/20, 109% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 109% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Ashgore' (19/19, 124% power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 124% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +20 fire On Hit.r1 +4 fire On Crit.r2 +4 fire On Hit: * 20% chance to slow global speed by 52% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Beletira' (19/19, 109% power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 109% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +12 acid +8 physical +4 mind On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 33% * 20% chance to knock the target back 3 spaces and deal 158 physical damage Arrows are used with bows to pierce your foes to death. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Fogwhisper the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +9% acid Max.HP +40.00 HP.reg +2.50 Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
dwarven-steel mail armour 'Tirak' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +2 Con dps ---------- Spell.crit +3% Res.pen +10% arcane Apr +2 ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% acid +12% darkness +14% blight Max.HP +30.00 ---------- misc Max.stam +10.00 Light +1 A suit of armour made of mail. |
Iseldathra (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +1% physical Disarm- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Kerin' (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Mag dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal Unarmed combat: Power 95% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 105% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 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 of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Adonne [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 33% Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By ugh the Skeleton Temporal Warden level 19
38th Dusk 122nd year of Ascendancy at 04:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By ugh the Skeleton Temporal Warden level 18
29th Dusk 122nd year of Ascendancy at 04:33 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ugh the Skeleton Temporal Warden level 21
56th Dusk 122nd year of Ascendancy at 10:48 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By ugh the Skeleton Temporal Warden level 19
37th Dusk 122nd year of Ascendancy at 12:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By ugh the Skeleton Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 00:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By ugh the Skeleton Temporal Warden level 20
38th Dusk 122nd year of Ascendancy at 07:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By ugh the Skeleton Temporal Warden level 13
3rd Flare 122nd year of Ascendancy at 03:56 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By ugh the Skeleton Temporal Warden level 21
75th Dusk 122nd year of Ascendancy at 22:01 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By ugh the Skeleton Temporal Warden level 16
11st Dusk 122nd year of Ascendancy at 15:10 see stats
Log
Thunderstorm hits ugh for (18 to ice), 27 lightning (27 total damage).
Crippling Poison from Ugh hits Iceblock for 9 nature damage.
Ugh is not dazed anymore.
Talent Arrow Stitching is ready to use.
Ugh casts Blade Shear.
Ugh warps space-time to equip: thought-forged dwarven-steel mace of amnesia
steel dagger of crippling.
Ugh warps space-time to equip: mighty yew longbow of piercing
Hornet Stingers.
Ugh shoots!
Ugh's Shoot hits Iceblock for 87 physical, 19 light, 38 temporal (143 total damage).
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest receives 382 healing.
Thunderstorm hits ugh for (23 to ice), 34 lightning (34 total damage).
Crippling Poison from Ugh hits Iceblock for 17 nature damage.
Talent Breach is ready to use.
Ugh casts Blade Shear.
Ugh warps space-time to equip: thought-forged dwarven-steel mace of amnesia
steel dagger of crippling.
Ugh warps space-time to equip: mighty yew longbow of piercing
Hornet Stingers.
Ugh casts Invigorate.
Ugh is invigorated.
Urkis, the High Tempest is no longer poisoned.
Urkis, the High Tempest's spell attains critical power!
Ugh resists!
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits ugh for (106 to ice), 160 lightning (160 total damage).
Thunderstorm hits ugh for (17 to ice), 26 lightning (26 total damage).
ugh the level 21 skeleton temporal warden was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Ugh is free from the ice.






















































































