











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Select your Escorts 1.6.0Allows 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. 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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!) 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Temporal Warden |
Level / Exp | 28 / 1% |
Size | medium |
Lifes / Deaths | Killed by temporal hound at level 13 on the 12nd Wealth 122nd year of Ascendancy at 13:35 4 / 2Killed by Bethareda the elven guard at level 27 on the 16th Gold 123rd year of Ascendancy at 00:32 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 14 (base 13) |
Constitution | 16 (base 10) |
Magic | 87 (base 60) |
Willpower | 63 (base 53) |
Cunning | 16 (base 10) |
Resources
Life | 893/893 |
Paradox | 380 |
Healing Factor | 1.0545771506545 |
Regeneration | 7.6456843422451 |
Speed
Mental | -9.4924068605451E-12% |
Attack | -9.4924068605451E-12% |
Movement | -2.2204460492503E-14% |
Spell | -9.4924068605451E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 18.692266918533 |
See Invisible | 18.692266918533 |
Offense: Mainhand
Damage | 61 |
Accuracy | 23 |
Crit Chance | 4% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 6% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Physical | +55% |
Acid | +3% |
Light | +9% |
Temporal | +12% |
Cold | +16% |
Arcane | +5% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Temporal | +31% |
Blight | +20% |
Physical | +23% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 41 |
Mental Save | 38 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 51%( 70%) |
All | + 13%( 70%) |
Lightning | + 35%( 70%) |
Light | + 40%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 36%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 23%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 33% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 86 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 Willpower stat. |
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 617 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Chant of Fortitude |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Silence- +25% Confus- +33% Stun/Frz- +34% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 37.0 - 51.8 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Ranged+ +8 fire +35 cold On Crit.r2 +8 fire +12 cold On Hit: * 20% chance to reduce all saves and defense by 23 * 20 arcane resource burn * 20% chance to slow global speed by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +9% nature +3% darkness Max.HP +42.00 ---------- misc Equi/ret +0.08 Psi/ret +0.12 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +4 Defense +1 (+0 eff.) Crit.chn- 15.00% HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +3 Con ----- def ----- Resists +2% physical +9% light +9% cold Max.HP +80.00 ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) HP.reg +3.00 Stun/Frz- +31% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Mag +6 Cun dps ---------- Dmg.mod +9% light +16% cold ----- def ----- Armour +6 Defense +12 (+5 eff.) Resists +35% cold Mind.save +12 (+5 eff.) Stun/Frz- +30% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Mind.crit +3% Dmg.mod +16% physical Res.pen +14% physical Melee Ret 8 mind ----- def ----- Defense +15 (+6 eff.) Fatigue -10% Resists +10% light +15% darkness +5% arcane ---------- misc Max.enc +37 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +15 fire While equipped: dps ---------- Dmg.mod +12% temporal +15% physical +15% fire Res.pen +9% physical +11% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +24% physical Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 23 * 20% chance to reduce armor by 35% ----- def ----- Resists +24% physical +12% light +13% all ---------- misc Light +3 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% temporal ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +14% temporal +12% darkness +3% lightning Def/telep +21 Res/telep +21% Dur/telep +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness +20% blight Melee Ret 8 darkness 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +22% lightning +12% fire Stun/Frz- +37% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +12% lightning +6% fire +6% nature +30% cold Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Crit.mult +10.00% Acc +10 (+5 eff.) ----- def ----- Armour +2 Phys.save +9 (+7 eff.) Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +5 Con dps ---------- Phys.pwr +10 (+4 eff.) S.pwr/crit +8 ----- def ----- Resists +20% cold +11% fire +3% physical Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Str +2 Dex +2 Mag dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +16 Resists +12% blight Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Mag +2 Wil dps ---------- Dmg.mod +6% acid Res.pen +20% acid ----- def ----- Crit.chn- 15.00% Phys.save +6 (+6 eff.) Die.at -80.00 life Max.HP +100.00 Confus- +20% ---------- misc Masteries +0.34 Chronomancy/Temporal Hounds +0.34 Chronomancy/Temporal Combat Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +5% all +12% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Fatigue -5% Resists +6% nature +24% cold ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +3% arcane +9% cold Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Phys.save +10 (+8 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+5 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master Power 70.5 - 105.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +20% all +13% physical Acc +50 (+22 eff.) Apr +22 ----- def ----- Resists +3% lightning +3% fire Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +3.00 Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.5 - 13.7 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +2 Str +5 Mag ---------- misc Light +2 See.Invis +3 Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Crit.r2 +17 fire While equipped: Stats +3 Dex dps ---------- All.spd +3% Res.pen +9% physical +11% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 [Rare] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +46 cold While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Defense +10 (+5 eff.) Resists +30% acid Crit.chn- 15.00% Mind.save +6 (+3 eff.) Stun/Frz- +20% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Nature Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage * 25% chance for lightning to strike from the target to a second target dealing 87 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 35.5 - 49.7 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 18 Ranged+ +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Dmg.mod +13% cold ----- def ----- Armour +6 Defense +4 (+2 eff.) Resists +19% cold +9% all Phys.save +36 (+21 eff.) ---------- misc Equi/ret +0.04 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Resists +11% all Spell.save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% acid ----- def ----- Resists +21% acid +13% all ---------- misc Mana/turn +0.10 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +12 (+5 eff.) Fatigue +7% Resists +19% lightning A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +9% mind +12% arcane Against +21% Summoned Melee Ret 4 mind ----- def ----- Resists +7% acid +7% fire +6% cold +5% arcane +7% lightning D.Red.from +20% Summoned Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +6% temporal Mind.save +8 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Resists +10% acid +7% cold +15% blight +7% fire +13% nature +7% lightning Die.at -40.00 life HP.reg +3.00 Heal.mod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +2% Resists +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +12% Crit.mult +11.00% ----- def ----- Armour +8 Mind.save +10 (+4 eff.) Max.HP +70.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +49% cold +9% acid Die.at -80.00 life A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 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.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +15% blight +10% acid ----- def ----- Resists +3% nature Max.HP +41.00 ---------- misc Mana/s.crit +1.00 Max.mana +40.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +1 Cun dps ---------- Spell.crit +5% ---------- misc Max.mana +25.00 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +6% mind Die.at -20.00 life Disease- +20% Disarm- +10% Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to gain a 11% 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. |
Achievements
By Zoomy the Drem Temporal Warden level 17
4th Dearth 122nd year of Ascendancy at 10:55 see stats
By Zoomy the Drem Temporal Warden level 23
3rd Loss 122nd year of Ascendancy at 14:51 see stats
By Zoomy the Drem Temporal Warden level 10
36th Profit 122nd year of Ascendancy at 08:26 see stats
By Zoomy the Drem Temporal Warden level 20
17th Dearth 122nd year of Ascendancy at 15:57 see stats
By Zoomy the Drem Temporal Warden level 24
21st Loss 122nd year of Ascendancy at 02:09 see stats
By Zoomy the Drem Temporal Warden level 22
45th Dearth 122nd year of Ascendancy at 18:31 see stats
By Zoomy the Drem Temporal Warden level 8
27th Voratun 122nd year of Ascendancy at 17:34 see stats
By Zoomy the Drem Temporal Warden level 13
7th Wealth 122nd year of Ascendancy at 11:21 see stats
By Zoomy the Drem Temporal Warden level 21
20th Dearth 122nd year of Ascendancy at 03:17 see stats
By Zoomy the Drem Temporal Warden level 14
13rd Wealth 122nd year of Ascendancy at 23:36 see stats
Log
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You gain 6.20 gold from the transmogrification of psion's cashmere wizard hat of the sentry (2 def, 0 armour).
You gain 4.74 gold from the transmogrification of augmenting cashmere wizard hat (2 def, 0 armour).
You gain 6.73 gold from the transmogrification of steady voratun gauntlets of archery (0 def, 3 armour).
You gain 14.63 gold from the transmogrification of brawler's voratun gauntlets of regeneration (0 def, 3 armour).
You gain 3.33 gold from the transmogrification of radiant dwarven-steel mail armour (3 def, 8 armour).
You gain 4.92 gold from the transmogrification of searing drakeskin leather armour of cold resistance (20 def, 8 armour).
You gain 25.00 gold from the transmogrification of Bagorn the reinforced leather armour (12 def, 15 armour).
You gain 25.00 gold from the transmogrification of Rharach the Brightshine (4 def, 2 armour).
You gain 4.30 gold from the transmogrification of coruscating dwarven-steel shield (0 def, 6 armour, 81 block).
You gain 5.24 gold from the transmogrification of blazing pouch of voratun shots of crippling (18/18, 53-64 power, 6 apr).
You gain 22.15 gold from the transmogrification of pouch of stralite shots 'Arcfear' (22/22, 56-67 power, 5 apr).
You gain 14.34 gold from the transmogrification of stormbringer's voratun steamgun of true flight.
You gain 5.47 gold from the transmogrification of projecting pulsing mindstar of life (12-14 power, 32 apr, nature damage).
You gain 5.87 gold from the transmogrification of nature's pulsing mindstar of sand (14-15 power, 32 apr, mind damage).
You gain 4.15 gold from the transmogrification of epiphanous pulsing mindstar (13-14 power, 32 apr, nature damage).
You gain 22.96 gold from the transmogrification of Layoseda the pulsing mindstar (14-15 power, 32 apr, mind damage).
You gain 5.55 gold from the transmogrification of quick stralite longsword of crippling (31-43 power, 5 apr).
You gain 23.93 gold from the transmogrification of Shadeshaper the dwarven-steel longsword (22-30 power, 4 apr).
You gain 7.18 gold from the transmogrification of balanced dwarven-steel battleaxe of crippling (31-46 power, 2 apr).
You gain 25.00 gold from the transmogrification of Zerobers the Sleetmire.
You gain 1.74 gold from the transmogrification of shielding rune (absorb 249; dur 6; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 19%; magical; dur 4; cd 10).
You gain 0.71 gold from the transmogrification of healing infusion (heal 70; cd 14).
Accepted quest 'The Sect of Kryl-Feijan'! (Press 'j' to see the quest log)
Lore found: sacrificial altar
You can read all your collected lore in the game menu, by pressing Escape.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.