











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Female |
| Race | Thalore |
| Class | Temporal Warden |
| Level / Exp | 18 / 88% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged warrior at level 15 on the 50th Dusk 122nd year of Ascendancy at 10:25 2 / 4Killed by Ivosetta the stone troll at level 18 on the 60th Dusk 122nd year of Ascendancy at 21:11 Killed by shadow at level 18 on the 60th Dusk 122nd year of Ascendancy at 23:27 Killed by Whatever at level 18 on the 60th Dusk 122nd year of Ascendancy at 23:32 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 43 (base 38) |
| Constitution | 30 (base 10) |
| Magic | 70 (base 46) |
| Willpower | 39 (base 12) |
| Cunning | 20 (base 10) |
Resources
| Life | 478/478 |
| Paradox | 300 |
| Healing Factor | 1.3600000000001 |
| Regeneration | 4.5560000000003 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666666% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 20.484950248179 |
| See Invisible | 20.484950248179 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 45 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Mind | +9% |
| Cold | +29% |
| Blight | +12% |
| Physical | +20% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 9 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 37 |
Defense: Resistances
| Nature | + 18%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 17%( 70%) |
| Cold | + 49%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 13%( 70%) |
| Fire | + 38%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 152 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You failed to protect the lost anorithil from death by Adiseda the stone troll. Escort: lost anorithil (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | 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 must explore the morass. | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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. | active |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | Voruwe the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +4% Resists +3% lightning +3% mind +5% arcane Spell.save +9 (+5 eff.) HP.reg +3.10 Heal.mod +11% ---------- misc Stam/turn +0.90 Max.stam +10.00 Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Manidunadar' (21/21, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Nature/Psionic Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +23 insidious poison +4 temporal +11 light Against +8% Undead On Crit.r2 +4 temporal On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 44.19 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | Dourblight (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Mag +3 Cun dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists +7% cold +7% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Vorevena the elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +4 Con dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Heal.mod +10% ---------- misc Max.hate +2.00 Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Isidhetira0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) Mind.pwr +4 (+2 eff.) Melee Ret 12 mind ---------- misc Equi/ret +0.24 Psi/ret +0.12 Max.psi +40.00 Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.94 cold and 15.76 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Silemitta1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +2 Infravis +1 Telepathy Dragon Humanoid/Orc A belt that goes around your waist. |
| Main armor | Xunn the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +10 Str +10 Mag +9 Wil dps ---------- Dmg.mod +15% lightning +12% physical +12% blight +14% cold +3% mind Res.pen +10% mind ----- def ----- Resists +13% lightning +12% cold +12% blight Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Ulelar the Sunire4.0 T1 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit.r1 +2 fire While equipped: Stats +2 Dex +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% fire Acc +11 (+4 eff.) ----- def ----- Resists +9% fire Longbows are used to shoot arrows at your foes. |
| Cloak | Lisybrema (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+1 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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. |
Inventory
wild infusion of the wizard (resist 20%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +26% Amulets can have magical properties. |
treant's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Resists +6% nature +6% blight Poison- +11% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Gorewrack (29-43.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +4 arcane On Crit.r2 +8 arcane While equipped: dps ---------- Dmg.mod +3% nature +3% arcane Res.pen +15% nature Acc +12 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% nature Disarm- +39% Massive two-handed battleaxes. |
dwarven-steel dagger of massacre (25.5-33.15 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 25.5 - 33.1 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
insidious steel dagger of massacre (16.5-21.45 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 16.5 - 21.4 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison Sharp, short and deadly. |
thought-forged steel dagger of vileness (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.0 - 16.9 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight +4 mind On Hit: * 11% chance to cause random gloom * 6% chance to disease While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
yew longbow of cold4.0 T3 longbow 2H weapon [Ego] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
Balygakath the Coalpunish (22-30.8 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 22.0 - 30.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire On Crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) All.spd +3% Res.pen +5% darkness +7% fire ----- def ----- Resists +15% darkness Sharp, long, and deadly. |
steel longsword of massacre (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
arcing steel mace of massacre (18.5-25.9 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
insidious steel mace (12-16.8 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 insidious poison Blunt and deadly. |
steel mace 'Chargeblow' (18.5-25.9 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Dex +1 Mag +3 Wil +2 Cun +3 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% lightning Blunt and deadly. |
creative vined mindstar of life (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 3 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel waraxe of crippling (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Erelagandur'1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +8 Dex dps ---------- Phys.crit +11.0% Mind.crit +7% Spell.pwr +2 (+1 eff.) Mind.pwr +2 (+1 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Stam/turn +0.40 A belt that goes around your waist. |
hardened leather belt 'Khelynik'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 8 blight ----- def ----- Resists +5% arcane Spell.save +13 (+7 eff.) ---------- misc Mana/s.crit +3.00 Max.vim +40.00 Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
mindwoven woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of lightning (+23%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +18% lightning +5% physical +6% cold ----- def ----- Resists +23% lightning +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isyrata the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +8 Fatigue +3% Resists +7% cold +8% fire Phys.save +30 (+12 eff.) ---------- misc Stam/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +6% fire A pair of boots made of leather. |
Blazesear the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +5% nature Res.pen +15% lightning ----- def ----- Armour +2 Resists +7% nature +18% darkness Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Aeromina the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid +6% blight Res.pen +10% blight On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +4% Resists +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aruth (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +4 Dex +6 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid A cap made of leather. |
Lightwither the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Mag +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% light A cap made of leather. |
Murkreign the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Acc +12 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +11% cold Phys.save +9 (+5 eff.) Die.at -40.00 life Max.HP +50.00 ---------- misc Breathe water A cap made of leather. |
Olehek the Arcquill (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +13% cold +6% mind Melee Ret 12 mind ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +19% cold +15% mind A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Dazzlebrace' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Wil +3 Cun dps ---------- Apr +6 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +0% ---------- misc Infravis +1 Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +19% cold HP.reg +3.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +17% cold HP.reg +5.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
spiked cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% fire A suit of armour made of leather. |
steel shield of resilience (6 def, 2 armour, 39.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Max.HP +43.00 ---------- misc Talents +2 Block Handheld deflection devices. |
Emelarana the Duskwrither (16/16, 28.5-39.9 power, 13 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Acc +11 Apr +13 Crit +7.5% Capacity 16 Proj.spd +200% Ranged+ +15 darkness Against +14% Living On Crit.r2 +8 nature +4 darkness Arrows are used with bows to pierce your foes to death. |
acidic quiver of yew arrows of erosion (19/19, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Nature Power 32.0 - 44.8 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +11 acid +12 temporal +11 nature On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows of accuracy (20/20, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 20 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
65 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cloudwrack the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +6% arcane Res.pen +10% lightning Melee Ret 16 lightning 12 arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +5% arcane +9% lightning ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
defiled ash wand of conjuration [power 157] (10 cooldown)2.0 T2 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +7.00 Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Whatever the Thalore Temporal Warden level 8
10th Dusk 122nd year of Ascendancy at 08:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Whatever the Thalore Temporal Warden level 10
23rd Dusk 122nd year of Ascendancy at 08:41 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Whatever the Thalore Temporal Warden level 18
60th Dusk 122nd year of Ascendancy at 21:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Whatever the Thalore Temporal Warden level 8
2nd Dusk 122nd year of Ascendancy at 19:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Whatever the Thalore Temporal Warden level 12
36th Dusk 122nd year of Ascendancy at 08:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Whatever the Thalore Temporal Warden level 14
45th Dusk 122nd year of Ascendancy at 01:18 see stats
Log
Hurricane from Ivosetta the stone troll hits Silerin the white wolf for 38 lightning damage.
Whatever's Arrow Stitching hits Silerin the white wolf for 2 fire damage.
Whatever's Arrow Stitching hits Ivosetta the stone troll for 65 physical, 3 nature, 3 temporal, 8 light, 3 fire (81 total damage).
Whatever's temporal clone's Arrow Stitching hits Silerin the white wolf for 1 fire damage.
Whatever's temporal clone's Arrow Stitching hits Ivosetta the stone troll for 43 physical, 1 nature, 2 temporal, 4 light, 1 fire (51 total damage).
Whatever's temporal clone's Arrow Stitching hits Silerin the white wolf for 1 fire damage.
Whatever's temporal clone's Arrow Stitching hits Ivosetta the stone troll for 49 physical, 1 nature, 2 temporal, 4 light, 1 fire (57 total damage).
Ivosetta the stone troll casts Manathrust.
Ivosetta the stone troll hits Whatever for 177 arcane damage.
Whatever uses Infusion: Movement.
Whatever is moving freely.
Whatever is moving at extreme speed!
Hurricane from Ivosetta the stone troll hits Whatever for 71 lightning damage.
Shadow resists the mind attack!
Whatever hits Shadow for 7 mind, 12 fire (19 total damage).
Shadow hits Whatever for 80 physical damage.
Whatever the level 18 thalore temporal warden was battered to death by a shadow on level 1 of Ruined Dungeon.
You have 2 life(s) left.
The Hurricane around Whatever dissipates.
Whatever is moving less freely.
Whatever slows down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Shadow killed Whatever!
Saving done.
Saving game...










































































































