










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 20 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Emileba the grave wight at level 20 on the 15th Haze 122nd year of Ascendancy at 04:29 / 1 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 29 (base 22) |
| Constitution | 21 (base 10) |
| Magic | 45 (base 43) |
| Willpower | 19 (base 12) |
| Cunning | 13 (base 10) |
Resources
| Life | -172/472 |
| Paradox | 365 |
| Healing Factor | 1.186387434555 |
| Regeneration | 0.29659685863874 |
Speed
| Mental | +6.134043010989% |
| Attack | +6.134043010989% |
| Movement | +3.9968028886506E-12% |
| Spell | +6.134043010989% |
| Global | +124.56221192756% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 31.065560503367 |
| See Invisible | 31.065560503367 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 49 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 49 |
| Crit Chance | 13% |
| APR | 13 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 10% |
| Speed | 0.94220475507228 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 0.94220475507228 |
Offense: Damage Bonus
| Physical | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.030927835052%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 31 |
| Physical Save | 44 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 20%( 70%) |
| Mind | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 66% |
| Stun Resistance | 71% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 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: 17 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. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 34.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 262 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Contingency |
| talent | Weapon Folding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | Increases global action speed by 12%. Haste |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 12.01 physical damage per turn. Bleeding |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | Increases global action speed by 27%. Speed |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by multi-hued drake. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Salydhewyn the giant acid ant. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity 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 have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 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 within1 lumberjacks have died. | done |
Equipment
| On feet | Poliwyn the Cystbolt (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +20% nature Apr +6 ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +7% temporal Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) ---------- 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. |
| 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 (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)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 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | quick ash wand of clairvoyance [power 9] (4 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Tempestrune0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +10% acid Acc +4 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% acid +12% lightning Rings can have magical properties. |
| On fingers | gold ring 'Gunutokhad'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +6.00% ----- def ----- Resists +9% temporal +3% physical Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Yvith the dwarven-steel longsword (29-40.6 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +6% mind Phys.save +12 (+4 eff.) Mind.save +10 (+4 eff.) Blind- +5% Stun/Frz- +20% Knockbk- +15% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In off hand | hateful dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 17.5 - 22.8 Physical Uses 45% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 temporal +6 darkness +6 nature Against +9% Living Sharp, short and deadly. |
| Cloak | enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +9 (+5 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened iron plate armour of the dragon (3 def, 13 armour)17.0 T1 massive armor [Ego++] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +20% Resists +12% acid +11% physical +12% cold +11% lightning +11% fire Disarm- +20% Stun/Frz- +21% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
steel ring 'Tarredur'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +4 Wil ----- def ----- Fatigue -4% Crit.dmg- 15.00% Mind.save +8 (+3 eff.) ---------- misc Light +3 See.Invis +9 Rings can have magical properties. |
Tarruntir the Torchstrike (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness Res.pen +25% fire Melee Ret 16 fire ----- def ----- Armour +8 Defense +7 (+4 eff.) Resists +12% mind +9% fire ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Toradig' (20-24 power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +27.00% Spell.pwr +13 (+5 eff.) Melee+ 21 fire Dmg.mod +20% light ----- def ----- Armour +10 Blind- +10% Disease- +10% ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (26-31.2 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 26.0 - 31.2 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% Spell.pwr +12 (+5 eff.) Dmg.mod +26% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of warding (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Arcane 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% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ----- def ----- Armour +5 Defense +6 (+3 eff.) ---------- misc Wards +2 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 20.5 - 30.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 42.0 - 63.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.64 cold damage and 9.50 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
dwarven-steel longsword of paradox (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 22.0 - 30.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Melee Ret 13 temporal ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
Dedication (31-43.4 power, 6 apr)3.0 T3 mace 1H weapon Reqs Cun 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
dwarven-steel mace (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 26.5 - 37.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
flaming dwarven-steel mace of massacre (36-50.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 36.0 - 50.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
balanced dwarven-steel waraxe of massacre (27-37.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 27.0 - 37.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +32% One-handed war axes. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Beohor the Gloombile (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 8.5 - 9.4 Mind Uses 40% Wil, 0% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +40% On Hit.r1 +16 darkness While equipped: dps ---------- Mind.crit +3% Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+4 eff.) Dmg.mod +4% mind +6% blight Res.pen +6% mind +15% arcane ----- def ----- Resists +4% mind +6% darkness Dmg.Resnn +8% ---------- misc Psi/ret +1.10 Max.vim +40.00 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. |
Gloramithra (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 40% Wil, 0% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +50% While equipped: dps ---------- Mind.crit +3% Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+4 eff.) Dmg.mod +9% temporal +5% mind +5% darkness Res.pen +15% arcane Melee Ret 16 temporal 5 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. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 40% Wil, 0% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+6 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 71.57 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of cold resistance (+18%) (8 def, 2 armour, 77.5 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 acid Melee Ret 17 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +18% cold ---------- misc Talents +3 Block Handheld deflection devices. |
Yeek-fur Robe (9 def, 3 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+5 eff.) Resists +20% cold Mind.save +10 (+4 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Anunarihor (2 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Res.pen +20% arcane +5% physical Acc +2 (+0 eff.) Apr +1 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% temporal +6% mind +6% physical Phys.save +10 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Stam/turn +0.40 A suit of armour made of leather. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 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 22.19 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. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 18.54 to 55.63 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+9 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 8%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
5 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 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
8 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. |
5 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. |
7 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) 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. |
onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
63 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+3 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Zanidor the Skyream [power 81] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 12 lightning ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% nature +12% temporal Mind.save +3 (+1 eff.) Poison- +20% ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Imin the Shalore Temporal Warden level 17
47th Dusk 122nd year of Ascendancy at 15:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Imin the Shalore Temporal Warden level 18
60th Dusk 122nd year of Ascendancy at 07:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Imin the Shalore Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 02:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Imin the Shalore Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 00:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Imin the Shalore Temporal Warden level 6
1st Mirth 122nd year of Ascendancy at 02:54 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Imin the Shalore Temporal Warden level 10
2nd Summertide 122nd year of Ascendancy at 19:27 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Imin the Shalore Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 16:35 see stats
Log
Saving game...
Imin starts to bleed.
Emileba the grave wight casts Soul Rot.
Emileba the grave wight's glacial vapour area effect hits Imin for 22 cold damage.
Emileba the grave wight's glacial vapour area effect hits Imin for 22 cold damage.
Emileba the grave wight hits Imin for 93 physical damage.
Imin the level 20 shalore temporal warden was chopped into tiny pieces to death by Emileba the grave wight on level 3 of Dreadfell.
The see the threads spell fizzles and cancels, leaving you in this timeline.
Skeleton master archer shoots!
Imin slows down.
Imin is no longer cursed.
Imin is no longer pinned.
Imin has recovered!
Talent Spacetime Tuning is ready to use.
Bleeding from Emileba the grave wight hits Imin for 9 physical damage.
Skeleton master archer's Crippling Shot hits Imin for 45 physical, 16 cold (61 total damage).
Saving done.
Imin is confused and fails to use Wormhole.
Emileba the grave wight casts Bone Spear.
Saving game...







































































































