











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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 Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 | Shalore |
| Class | Temporal Warden |
| Level / Exp | 17 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Porith the gigantic corrosive tunneler at level 17 on the 11st Haze 122nd year of Ascendancy at 04:58 3 / 3Killed by Porith the gigantic corrosive tunneler at level 17 on the 11st Haze 122nd year of Ascendancy at 11:18 Killed by Loose Canon Cop at level 17 on the 11st Haze 122nd year of Ascendancy at 11:23 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 39 (base 32) |
| Constitution | 16 (base 10) |
| Magic | 49 (base 44) |
| Willpower | 23 (base 12) |
| Cunning | 21 (base 10) |
Resources
| Life | 359/359 |
| Paradox | 286 |
| Healing Factor | 1.4483870967742 |
| Regeneration | 3.6933870967742 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 11.832096104943 |
| See Invisible | 11.832096104943 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 42 |
| Crit Chance | 32% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +16% |
| Temporal | +12% |
| Physical | +5% |
| Arcane | +6% |
| Mind | +16% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Physical | +10% |
| Darkness | +15% |
| Arcane | +15% |
| Mind | +10% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 32 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 25 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 7%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -519 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 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 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 |
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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | 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. | active |
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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed snow giant kidney. | 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 within4 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 | Nereldana the Kindlemoon (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | hateful quiver of yew arrows (22/22, 31-43.4 power, 10 apr)3.0 T3 arrow ammo [Ego+] Psionic Power 31.0 - 43.4 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +8 darkness Against +8% Living Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Yvyriawyn the Blazequill (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid +5% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% temporal +9% fire +15% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | warrior's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +6 Resists +11% mind Rings can have magical properties. |
| Around waist | 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. |
| In main hand | steady yew longbow of true flight4.0 T3 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +15.0% Acc +20 (+6 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | rough leather gloves 'Scabknight' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 HP.reg +1.50 ---------- misc Stam/turn +0.60 Hate/m.crit +4.00 Max.stam +14.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 24.92 to 31.15 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Genor the Cleansemonster (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +6% arcane +3% nature Res.pen +15% arcane On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+0 eff.) Resists +12% nature +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Nightonslaught'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +12% temporal Res.pen +15% darkness Melee Ret 8 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -7% Resists +6% darkness HP.reg +0.80 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 12%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (32 nature damage, 27% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 32.08 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (488% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 488% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune (range 6; power 15; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +13% nature +12% blight Poison- +23% Disease- +22% Amulets can have magical properties. |
warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Beaneg the Demonlace (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +9 (+5 eff.) Dmg.mod +9% darkness +20% cold On Hit (Melee): * 6% chance to blind ----- def ----- Defense +8 (+4 eff.) Mind.save +18 (+11 eff.) ---------- misc Psi/ret +0.12 Light +3 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 79.66 light damage. Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+5 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Nightwitch (32-48 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 32.0 - 48.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +4 temporal On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% physical Acc +12 (+4 eff.) Apr +9 ----- def ----- Resists +6% temporal Massive two-handed battleaxes. |
acidic dwarven-steel battleaxe (34.5-51.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 34.5 - 51.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 acid On Crit: * splashes the target with acid Massive two-handed battleaxes. |
steel greatsword (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 22.0 - 35.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of massacre (34.5-55.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 34.5 - 55.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
manaburning steel mace (16.5-23.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt Power 16.5 - 23.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 12 arcane resource burn Blunt and deadly. |
steel mace (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
flaming steel waraxe of the mystic (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +5 (+3 eff.) One-handed war axes. |
dwarven-steel waraxe of massacre (25-35 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 25.0 - 35.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
insidious steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 12.5 - 16.3 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +22 insidious poison Sharp, short and deadly. |
manaburning steel dagger of erosion (13.5-17.55 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 13.5 - 17.6 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 temporal +6 nature On Hit: * 10 arcane resource burn Sharp, short and deadly. |
steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
insidious dwarven-steel dagger of massacre (25-32.5 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 25.0 - 32.5 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 insidious poison Sharp, short and deadly. |
vined mindstar (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 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. |
thought-forged steel steamsaw of arcane resistance (+11%) (15.5-23.25 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Psionic/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Melee+ +7 mind On Hit: * 12% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow 'Breezepall'4.0 T2 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 +7 On Crit.r2 +4 nature While equipped: dps ---------- Dmg.mod +27% physical Res.pen +15% physical Acc +4 (+1 eff.) ----- def ----- Heal.mod +20% ---------- misc Max.enc +40 Longbows are used to shoot arrows at your foes. |
mighty ash longbow of true flight4.0 T2 longbow 2H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Phys.pwr +11 (+4 eff.) Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blazelore (22/22, 26-36.4 power, 13 apr)3.0 T2 arrow ammo [Random Unique] Master Power 26.0 - 36.4 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Acc +20 Apr +13 Crit +4.5% Capacity 22 Proj.spd +200% On Hit.r1 +16 lightning On Crit.r2 +4 darkness Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of daylight (14/14, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 21.0 - 29.4 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 14 Ranged+ +11 light Against +11% Undead Arrows are used with bows to pierce your foes to death. |
Shadesweeper (21/21, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +15 insidious poison +28 darkness On Hit.r1 +12 darkness On Crit.r2 +20 mind Arrows are used with bows to pierce your foes to death. |
tundral pouch of steel shots (21/21, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 21.5 - 25.8 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 21 Ranged+ +10 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
acidic pouch of dwarven-steel shots of accuracy (20/20, 32.5-39 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 32.5 - 39.0 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +5.0% Capacity 20 Ranged+ +8 acid On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
steel shield (6 def, 2 armour, 39.5 block)7.0 T2 shield armor Reqs Str 16 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
rejuvenating cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% HP.reg +3.10 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
spiked cured leather armour (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% A suit of armour made of leather. |
radiant steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +14% blight +14% darkness +16% acid ---------- misc Light +1 A suit of armour made of mail. |
spiked steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% lightning A suit of armour made of mail. |
dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +8% physical Phys.save +13 (+7 eff.) A suit of armour made of mail. |
resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% cold +5% fire ---------- misc Stam/turn +0.50 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glittergore (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +7 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Loraroddalatar (6 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +4% physical Phys.save +35 (+18 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+4 eff.) Die.at -20.00 life Disarm- +31% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
clarifying linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Mind.save +6 (+5 eff.) A pointy cloth hat, very wizardly... |
Moldlord the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +15% nature Melee Ret 12 mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +3% nature ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
Nondur the cashmere wizard hat (5 def, 6 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Armour +6 Defense +5 (+2 eff.) Rng.Def +3 (+2 eff.) Resists +6% blight +7% fire +9% darkness +8% cold Disease- +5% A pointy cloth hat, very wizardly... |
hardened leather cap 'Flarevein' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% acid Res.pen +10% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +14% fire A cap made of leather. |
prismatic hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness A cap made of leather. |
Unreromiharantir the Brightrock (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +12% arcane +12% light Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
9 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
7 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. |
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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
217 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. |
Kichik (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% temporal Melee Ret 4 temporal ----- def ----- Resists +12% acid +1% physical +6% darkness +3% blight +6% fire Poison- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Gelathamas' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% mind +6% cold Disarm- +5% Pinning- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
iron torque of kinetic psionic shield [power 25] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 25] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of charged psionic shield [power 19] (14 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 19 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Loose Canon Cop the Shalore Temporal Warden level 13
35th Dusk 122nd year of Ascendancy at 14:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Loose Canon Cop the Shalore Temporal Warden level 10
7th Flare 122nd year of Ascendancy at 05:18 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Loose Canon Cop the Shalore Temporal Warden level 16
1st Haze 122nd year of Ascendancy at 01:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Loose Canon Cop the Shalore Temporal Warden level 12
23rd Dusk 122nd year of Ascendancy at 06:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Loose Canon Cop the Shalore Temporal Warden level 13
47th Dusk 122nd year of Ascendancy at 07:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Loose Canon Cop the Shalore Temporal Warden level 14
54th Dusk 122nd year of Ascendancy at 01:13 see stats
Log
Temporal hound is disarmed!
Porith the gigantic corrosive tunneler hits Temporal hound for 72 acid damage.
Loose Canon Cop shrugs off the effect 'Corrode'!
Porith the gigantic corrosive tunneler's corrosive acid area effect hits Loose Canon Cop for 13 acid damage.
Porith the gigantic corrosive tunneler roars!
Loose Canon Cop wanders around!.
Porith the gigantic corrosive tunneler hits Something for 210 physical damage.
Porith the gigantic corrosive tunneler hits Something for 163 physical damage.
Porith the gigantic corrosive tunneler hits Loose Canon Cop for 220 physical damage.
Porith the gigantic corrosive tunneler's corrosive acid area effect hits Loose Canon Cop for 23 acid damage.
Loose Canon Cop seems more focused.
Loose Canon Cop has recovered!
Porith the gigantic corrosive tunneler uses Block.
Porith the gigantic corrosive tunneler's corrosive acid area effect hits Loose Canon Cop for 23 acid damage.
Loose Canon Cop the level 17 shalore temporal warden was dissolved to death by Porith the gigantic corrosive tunneler on level 3 of Sandworm lair.
You have 3 life(s) left.
Loose Canon Cop has shook off the effects of their corrosion.
Loose Canon Cop deactivates Weapon Folding.
Loose Canon Cop deactivates Temporal Hounds.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Porith the gigantic corrosive tunneler's corrosive acid area effect killed Loose Canon Cop!
Talent Singularity Arrow is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...












































































































