











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.7.0Official 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 1.7.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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. Forbidden Cults 1.7.0Official 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.
Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Items Vault 1.7.0Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 22 / 48% |
Size | medium |
Lifes / Deaths | Killed by Polulle the Guardian at level 22 on the 31st Haze 122nd year of Ascendancy at 19:37 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 31 (base 27) |
Constitution | 28 (base 22) |
Magic | 62 (base 51) |
Willpower | 21 (base 18) |
Cunning | 14 (base 10) |
Resources
Life | -91/564 |
Paradox | 440 |
Healing Factor | 1.3056298990388 |
Regeneration | 10.510320687262 |
Speed
Mental | +6.1340430109856% |
Attack | +6.1340430109856% |
Movement | -2.2204460492503E-14% |
Spell | +6.1340430109856% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 23.213075449774 |
See Invisible | 21.213075449774 |
Offense: Mainhand
Damage | 58 |
Accuracy | 35 |
Crit Chance | 3% |
APR | 18 |
Speed | 0.94 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 5% |
Speed | 0.94220475507231 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 0.94220475507231 |
Offense: Damage Bonus
Darkness | +12% |
Light | +15% |
Temporal | +22% |
Arcane | +17% |
Physical | +17% |
All | +6% |
Offense: Damage Penetration
Lightning | +10% |
Light | +25% |
Temporal | +14% |
Physical | +9% |
Darkness | +10% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 14 (49.007671158813%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 30 |
Mental Save | 21 |
Defense: Resistances
Physical | + 14%( 70%) |
Acid | + 23%( 70%) |
Light | + 15%( 70%) |
Nature | + 20%( 70%) |
Darkness | + 18%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 22%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 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: 1.0 Rune: ShieldingUse 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 236 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 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 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 1. | 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. | 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 avoidance, which can be used to permanently increase your defense and ranged defense by six. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed naga tongue. * '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.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: -5% (-) Maximum encumbrance: +24 (-) Physical save: +5 (+3 eff.) (-) Stamina each turn: +0.40 (-) Maximum stamina: +20.00 (-) A pair of boots made of leather. |
Quiver | ![]() Abyssfist (12/16, 33-46 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 16 (-) On weapon hit: * 20% chance to reduce all saves and defense by 14 * 20% chance to knock the target back 3 spaces and deal 67 physical damage Damage (Ranged): +15(-) physical / +12(-) fire Damage (radius 2) on crit: +16(-) fire Arrows are used with bows to pierce your foes to death. |
Light source | ![]() brass lantern 'Oletomnir' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) mind Critical mult.: +5.00% (-) Reduces incoming crit damage: 5.00% (-) Maximum life: +40.00 (-) Maximum psi: +30.00 (-) Light radius: +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 | ![]() hardened leather cap 'Ce'Nemira' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +4(-) Con Changes resistances: +5%(-) arcane / +9%(-) nature Blindness immunity: +20% (-) Life regen: +4.00 (-) Only die when reaching: -40.00 life (-) Healing mod.: +5% (-) A cap made of leather. |
Tool | ![]() Zaran the Coaldare [power 15] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage (Melee): 0(-20) item darkness numbing Changes resistances penetration: +10%(-) darkness / +5%(-) temporal Changes damage: +6%(-) darkness Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) It can be used to reveal the area around you, dispelling darkness (radius 15, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() savage's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2(-) Con Spell save: +12 (+6 eff.) (-) Blindness immunity: +20% (-) Maximum stamina: +10.00 (-) Infravision radius: +3 (-) See stealth: +9 (-) See invisible: +7 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() mule's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +0(-2) Con Maximum encumbrance: +21 Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +0% (-20%) Stun/Freeze immunity: +20% Life regen: +1.00 Maximum stamina: +0.00 (-10.00) Infravision radius: +0 (-3) See stealth: +0 (-9) See invisible: +0 (-7) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() blurring rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) (-) Stealth bonus: +6 (-) Life regen: +0.80 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
In main hand | ![]() warden's ash longbow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +7 (-) When wielded/worn: Ammo reloads per turn: +3 (-) Changes stats: +3(-) Mag Changes resistances penetration: +9%(-) temporal / +9%(-) physical Changes damage: +9%(-) temporal / +11%(-) physical Talent masteries: +0.30(-) Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | ![]() Balegokath the Noonmistress (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour penetration: +8 (-) Armour: +2 (-) Changes stats: +4(-) Cun / +4(-) Dex Changes resistances penetration: +15%(-) acid / +25%(-) light / +10%(-) lightning Changes damage: +9%(-) light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() timebroken woollen robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +3(-) Mag / +3(-) Wil Changes resistances: +9%(-) all Changes damage: +7%(-) temporal / +11%(-) arcane / +6%(-) all Maximum mana: +10.00 (-) Spellpower: +16 (+6 eff.) (-) Spell crit. chance: +3% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() thick linen cloak of implacability (1 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold Physical save: +6 (+4 eff.) (-) Mental save: +7 (+6 eff.) (-) Only die when reaching: -50.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Isada Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes resistances: +12%(-) acid / +2%(-) physical / +3%(-) light / +6%(-) darkness Mental save: +3 (+2 eff.) (-) Life regen: +2.00 (-) Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() This item will automatically be transmogrified when you leave the level. Eludheth the Flashsmash Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +0(-2) Con Changes resistances penetration: +15% lightning / +25% acid Changes damage: +15% acid / +6% cold Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +24% (+4%) Maximum stamina: +0.00 (-10.00) Infravision radius: +4 (+1) See stealth: +11 (+2) See invisible: +13 (+6) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of rage (41-62 power, 2 apr) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2(+41.5 - +62.2) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% (-) Firing range: +0 (-7) When wielded/worn: Accuracy: +12 (+5 eff.) Ammo reloads per turn: +0 (-3) Changes stats: +3 Str / +0(-3) Mag Changes resistances penetration: +0%(-9%) temporal / +0%(-9%) physical Changes damage: +0%(-9%) temporal / +9%(-2%) physical Talent mastery: +0.00(-0.30) Chronomancy / Bow Threading Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of massacre (35-49 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7(+35.5 - +49.7) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% (-) Firing range: +0 (-7) When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+3 eff.) Ammo reloads per turn: +0 (-3) Changes stats: +0(-3) Mag Changes resistances penetration: +0%(-9%) temporal / +0%(-9%) physical Changes damage: +0%(-9%) temporal / +0%(-11%) physical Talent mastery: +0.00(-0.30) Chronomancy / Bow Threading Disarm immunity: +32% Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. yew longbow of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +8 (+1) When wielded/worn: Accuracy: +21 (+8 eff.) Armour penetration: +12 Ammo reloads per turn: +0 (-3) Changes stats: +0(-3) Mag Changes resistances penetration: +0%(-9%) physical / +0%(-9%) temporal / +12% all Changes damage: +0%(-9%) temporal / +0%(-11%) physical Talent mastery: +0.00(-0.30) Chronomancy / Bow Threading Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Eilinenn the Murkspawner (0 def, 6 armour, 80.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 7 lightning Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +20% darkness Talent granted: +1 Block Equilibrium when hit: +0.08 Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) (+4 (+1 eff.)) Fatigue: +8% Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +15% acid / +10% darkness / +10% light / +0%(-9%) all Changes damage: +0%(-7%) temporal / +0%(-11%) arcane / +0%(-6%) all Maximum mana: +0.00 (-10.00) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of lightning resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +22% Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +19% lightning / +0%(-9%) all Changes damage: +0%(-7%) temporal / +0%(-11%) arcane / +0%(-6%) all Maximum mana: +0.00 (-10.00) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of the deep (0 def, 13 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +22% Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +5% acid / +7% cold / +0%(-9%) all Changes damage: +0%(-7%) temporal / +0%(-11%) arcane / +0%(-6%) all Allows you to breathe in: water Maximum mana: +0.00 (-10.00) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: -5% Changes resistances: +5% fire / +7% cold Stealth bonus: +0 (-6) Maximum encumbrance: +22 Life regen: +0.00 (-0.80) Healing mod.: +0% (-11%) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. umbral hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-8) Armour: +2 (-) Damage (Melee): 8 arcane / 12 darkness Changes stats: +0(-4) Dex / +4 Mag / +5 Wil / +0(-4) Cun Changes resistances: +6% arcane / +7% darkness Changes resistances penetration: +0%(-15%) acid / +0%(-25%) light / +0%(-10%) lightning Changes damage: +0%(-9%) light / +3% arcane / +5% darkness Spellpower: +9 (+3 eff.) 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 10 draining blight Changes resistances penetration: +0%(-10%) darkness / +0%(-5%) temporal Changes damage: +5% blight / +0%(-6%) darkness Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 0(-20) item darkness numbing Changes stats: +2 Con / +4 Wil Changes resistances penetration: +0%(-10%) darkness / +0%(-5%) temporal Changes damage: +0%(-6%) darkness / +7% temporal Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Reduces paradox anomalies(equivalent to willpower): +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Anomaly the Cornac Temporal Warden level 14
14th Dusk 122nd year of Ascendancy at 01:32 see stats
By Anomaly the Cornac Temporal Warden level 17
54th Dusk 122nd year of Ascendancy at 16:00 see stats
By Anomaly the Cornac Temporal Warden level 22
30th Haze 122nd year of Ascendancy at 01:00 see stats
By Anomaly the Cornac Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 19:21 see stats
By Anomaly the Cornac Temporal Warden level 20
26th Haze 122nd year of Ascendancy at 08:12 see stats
By Anomaly the Cornac Temporal Warden level 19
72nd Dusk 122nd year of Ascendancy at 12:21 see stats
By Anomaly the Cornac Temporal Warden level 22
30th Haze 122nd year of Ascendancy at 00:39 see stats
By Anomaly the Cornac Temporal Warden level 12
4th Flare 122nd year of Ascendancy at 10:58 see stats
By Anomaly the Cornac Temporal Warden level 16
50th Dusk 122nd year of Ascendancy at 17:49 see stats
By Anomaly the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 14:54 see stats
Log
Anomaly casts Breach.
Anomaly's Breach misses Polulle the Guardian.
Polulle the Guardian casts Air Strike.
Temporal hound is disarmed!
Anomaly is disarmed!
Temporal hound has started to unravel.
Anomaly is silenced!
Melee retaliation hits Polulle the Guardian for 0 mind damage.
Spellsword Combat hits Anomaly for 79 lightning, 79 lightning (159 total damage).
Spellsword Combat hits Temporal hound for 91 lightning, 91 lightning (182 total damage).
Polulle the Guardian hits Anomaly for 116 physical, 10 lightning, 68 lightning (196 total damage).
Polulle the Guardian hits Temporal hound for 21 mind, 11 lightning (34 total damage).
You collect a new ingredient: orc heart (1).
Temporal hound hits Orc grand master assassin for 18 temporal, 17 physical (37 total damage).
Temporal hound killed Orc grand master assassin!
Deadly Poison from Orc grand master assassin hits Temporal hound for 0 nature damage.
Anomaly uses Infusion: Regeneration.
Anomaly starts regenerating health quickly.
Polulle the Guardian is no longer ready to disarm an opponent.
Polulle the Guardian casts Water Strike.
Polulle the Guardian's spell attains critical power!
Polulle the Guardian activates Water Stance.
Polulle the Guardian deactivates Air Stance.
Melee retaliation hits Polulle the Guardian for 0 mind damage.
Spellsword Combat hits Anomaly for 79 lightning damage.
Spellsword Combat hits Temporal hound for 0 lightning damage.
Polulle the Guardian hits Anomaly for 142 physical, 10 lightning, 61 cold (215 total damage).
Polulle the Guardian hits Temporal hound for 0 mind, 0 lightning (0 total damage).
Anomaly the level 22 cornac temporal warden was frozen and shattered into a million little shards to death by Polulle the Guardian on level 1 of Ruined Dungeon.