










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest 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:
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: 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 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. 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 | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 26 / 78% |
Size | medium |
Lifes / Deaths | Killed by Lour the halfling at level 10 on the 31st Dusk 122nd year of Ascendancy at 02:09 0 / 7Killed by Umgurr the halfling at level 11 on the 31st Dusk 122nd year of Ascendancy at 02:37 Killed by Tanikma the halfling at level 12 on the 53rd Dusk 122nd year of Ascendancy at 20:53 Killed by forest wight at level 18 on the 45th Haze 122nd year of Ascendancy at 13:45 Killed by elven blood mage at level 24 on the 69th Haze 122nd year of Ascendancy at 12:04 Killed by elven cultist at level 26 on the 72nd Haze 122nd year of Ascendancy at 15:08 Killed by Mindworm at level 26 on the 29th Regrowth 123rd year of Ascendancy at 03:40 |
Primary Stats
Strength | 35 (base 10) |
Dexterity | 69 (base 46) |
Constitution | 28 (base 10) |
Magic | 65 (base 57) |
Willpower | 16 (base 12) |
Cunning | 1 (base 12) |
Resources
Life | -263/838 |
Paradox | 450 |
Healing Factor | 1.4763636363636 |
Regeneration | 9.5225454545454 |
Speed
Mental | +9.9548371190581% |
Attack | +9.9548371190581% |
Movement | -2.2204460492503E-14% |
Spell | +9.9548371190581% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 118 |
Accuracy | 50 |
Crit Chance | 11% |
APR | 14 |
Speed | 0.68 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 0% |
Speed | 0.9094643093484 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 0% |
Speed | 0.9094643093484 |
Offense: Damage Bonus
Acid | +11% |
Temporal | +12% |
Physical | +26% |
Nature | +16% |
All | +6% |
Defense: Base
Armour (hardiness) | 62.335093952971 (78.103448275862%) |
Defense | 32 |
Ranged Defense | 35 |
Fatigue | 21 |
Physical Save | 50 |
Spell Save | 38 |
Mental Save | 25 |
Defense: Resistances
Acid | + 28%( 70%) |
Lightning | + 14%( 70%) |
Cold | + 25%( 70%) |
Mind | -6%( 70%) |
Physical | + 16%( 70%) |
Fire | + 23%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Bleed Resistance | 100% |
Teleport Resistance | 50% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 331 damage for 4 turns. Its effects scale with your Dexterity 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 308 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Contingency |
talent | Weapon Folding |
talent | Chant of Fortress |
talent | Temporal Hounds |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
beneficial effect | Increases attack, spell, and mind speed by 10%. 1 Time Dilation |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (36% chance) and reducing its cunning by 22. Lobotomized (confused) |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Porytha the minotaur. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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. You failed to protect her when escorting her out of the crypt. | failed |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +9 Con +4 Mag dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +11% cold +9% fire Crit.dmg- 15.00% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego] Nature Power 41.5 - 58.1 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +33 insidious poison +8 temporal +14 nature Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +59.00 Heal.mod +16% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Acc +2 (+1 eff.) ---------- misc Stam/turn +0.20 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +18% acid +11% fire +11% cold +10% lightning Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+6 eff.) HP.reg +1.40 Stun/Frz- +23% Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +10 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Die.at -60.00 life Max.HP +42.00 HP.reg +0.40 A belt that goes around your waist. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Melee+ 10 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +7% acid Phys.save +18 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +30% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Str 38 [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Defense +4 (+2 eff.) Fatigue +16% Max.HP +57.00 HP.reg +2.20 Heal.mod +18% A suit of armour made of mail. |
Cloak | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 56/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 111.40 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.20 Teleport- +50% Teleport you randomly (rad 41) Puts all charms on 15 cooldown Amulets can have magical properties. |
Inventory
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +2 Str dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 10% Amulets can have magical properties. |
![]() 1.0 T4 dagger 1H weapon [Ego] Nature/Psionic Power 30.0 - 39.0 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 mind +8 temporal +8 nature On Hit: * 15% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego] Master Power 42.5 - 59.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Master/Psionic Power 31.0 - 43.4 Arcane Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 darkness Against +11% Living On Crit: * cripple the target While equipped: Stats +3 Cun dps ---------- Phys.crit +17.0% Mind.crit +5% ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +25.00% Dmg.mod +9% mind Res.pen +10% mind Melee Ret 12 mind ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+3 eff.) Mind.save +11 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +7 Str +7 Mag +7 Wil dps ---------- Phys.crit +3.0% Dmg.mod +17% lightning +13% physical +13% cold Acc +20 (+7 eff.) Apr +7 ----- def ----- Defense +12 (+6 eff.) Rng.Def +9 (+5 eff.) Resists +12% lightning +10% cold +6% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +3 Wil +4 Cun +4 Con dps ---------- Phys.pwr +2 (+1 eff.) Melee+ 7 nature Dmg.mod +6% nature Acc +9 (+3 eff.) Apr +13 ----- def ----- Armour +2 Resists +7% nature HP.reg +0.40 Disarm- +29% ---------- misc Masteries +0.20 Technique/Grappling Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T3 heavy armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% temporal Melee Ret 12 temporal ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +8% mind +15% temporal Mind.save +19 (+10 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +79.00 HP.reg +4.40 Heal.mod +22% A suit of armour made of leather. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By wardon the Skeleton Temporal Warden level 24
64th Haze 122nd year of Ascendancy at 23:44 see stats
By wardon the Skeleton Temporal Warden level 24
60th Haze 122nd year of Ascendancy at 00:10 see stats
By wardon the Skeleton Temporal Warden level 17
45th Haze 122nd year of Ascendancy at 12:24 see stats
By wardon the Skeleton Temporal Warden level 14
59th Dusk 122nd year of Ascendancy at 07:11 see stats
By wardon the Skeleton Temporal Warden level 10
22nd Dusk 122nd year of Ascendancy at 21:07 see stats
By wardon the Skeleton Temporal Warden level 20
52nd Haze 122nd year of Ascendancy at 12:28 see stats
By wardon the Skeleton Temporal Warden level 24
69th Haze 122nd year of Ascendancy at 16:44 see stats
By wardon the Skeleton Temporal Warden level 10
22nd Dusk 122nd year of Ascendancy at 21:08 see stats
By wardon the Skeleton Temporal Warden level 24
64th Haze 122nd year of Ascendancy at 23:25 see stats
By wardon the Skeleton Temporal Warden level 15
60th Dusk 122nd year of Ascendancy at 11:40 see stats
By wardon the Skeleton Temporal Warden level 21
58th Haze 122nd year of Ascendancy at 03:35 see stats
Log
Wardon increases local gravity.
Wardon's temporal clone is pinned to the ground.
You lose control and unleash an anomaly!
Wardon's temporal clone is no longer suffering from insomnia.
Mindworm is no longer poisoned.
The psychic field around Mindworm crumbles.
Warg stops regenerating health quickly.
Mindworm receives 4 healing (7 psi heal).
Warg receives 26 healing.
Wardon's temporal clone casts Arrow Stitching.
Wardon's temporal clone's Arrow Stitching performs a ranged critical strike against Warg!
Wardon's temporal clone's Arrow Stitching hits Warg for 138 physical, 3 nature, 4 temporal, 8 nature, 7 temporal (159 total damage).
Warg is no longer sleeping.
Wardon is no longer out of phase.
Talent Singularity Arrow is ready to use.
Wardon is confused and fails to use Bone Armour.
Wardon's temporal clone's temporal clone's Arrow Stitching performs a ranged critical strike against Venom drake hatchling!
Faeros slows down.
Venom drake hatchling slows down.
Rungof the Warg Titan shrugs off the effect 'Slow'!
Your summoned wardon's temporal clone disappears.
Wardon's temporal clone's temporal clone's Arrow Stitching hits Venom drake hatchling for 81 physical, 3 nature, 4 temporal, 8 nature, 7 temporal (104 total damage).
Wardon's temporal clone's temporal clone's Arrow Stitching hits Venom drake hatchling for 116 physical, 3 nature, 4 temporal, 8 nature, 8 physical, 7 temporal (146 total damage).
Wardon's temporal clone's temporal clone's Arrow Stitching hits Rungof the Warg Titan for 8 physical damage.
Wardon's temporal clone's temporal clone's Arrow Stitching hits Faeros for 7 physical damage.
Mindworm receives 6 healing (13 psi heal).
Warg receives 26 healing.
Mindworm uses Mind Sear.
Saving game...