











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 24 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 8th Flare 122nd year of Ascendancy at 01:53 / 2Killed by faerlhing at level 24 on the 18th Haze 122nd year of Ascendancy at 01:40 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 67 (base 40) |
| Constitution | 15 (base 10) |
| Magic | 87 (base 54) |
| Willpower | 15 (base 12) |
| Cunning | 14 (base 10) |
Resources
| Life | -409/600 |
| Paradox | 300 |
| Healing Factor | 1.4060311219418 |
| Regeneration | 8.7876945121363 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 61 |
| Crit Chance | 17% |
| APR | 10 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 12% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Temporal | +30% |
| Darkness | +8% |
| Arcane | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (69.687909656376%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 34 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 8%( 70%) |
| Fire | + 14%( 70%) |
| Lightning | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 362 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Chronomancy / Bow Threading | 1.40 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 106. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit has completed an elixir of explosive force without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. | 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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 |
Equipment
| On feet | pair of hardened leather boots 'Mutir' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Resists +3% blight +14% fire +6% temporal +8% cold Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Psi/ret +0.08 A pair of boots made of leather. |
| Quiver | psychokinetic quiver of yew arrows of wind (16/22, 32-44 power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature/Psionic Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Proj.spd +200% Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +10 (+5 eff.) Max.HP +40.00 Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+5 eff.) A cap made of leather. |
| Tool | evasive yew wand of shielding [power 236] (19/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of time (+12%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Rings make your fingers look great! |
| On fingers | Ivovena the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Mag +5 Con dps ---------- Spell.crit +1% Phys.pwr +11 (+4 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% arcane ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Vim/s.crit +2.00 Max.psi +40.00 Rings make your fingers look great! |
| Around waist | nightruned hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% light +7% darkness A belt that goes around your waist. |
| In main hand | Epoch's Curve4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | 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 (+0 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Main armor | Neressra the hardened leather armour (13 def, 10 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% Resists +20% lightning Phys.save +12 (+5 eff.) Mind.save +9 (+5 eff.) HP.reg +4.00 Heal.mod +20% A suit of armour made of leather. |
| Cloak | Araduzor the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% mind +19% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +80.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Inventory
healing infusion (heal 61; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune (range 20; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (86% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% light +11% darkness Blind- +28% Amulets make your neck look great! |
savage's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +14 (+7 eff.) Max.HP +74.00 HP.reg +5.00 Heal.mod +12% ---------- misc Max.stam +17.00 Rings make your fingers look great! |
flaming dwarven-steel battleaxe of vileness (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 30.5 - 45.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit.r1 +14 fire On Hit: * 16% chance to reduce strength, dexterity, and constitution by 26 Massive two-handed battleaxes. |
dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
truestriking stralite dagger (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
dwarven-steel greatmaul (41-61 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.0 - 61.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatsword of massacre (47-76 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 47.5 - 76.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
yew longbow of acid4.0 T3 longbow 2H weapon [Ego] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 acid While equipped: dps ---------- Dmg.mod +17% acid Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (20-28 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
chilling dwarven-steel mace of corruption (29-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 29.0 - 40.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 cold On Hit: 20% Curse of Death 3 Blunt and deadly. |
truestriking stralite mace (38-53 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 38.0 - 53.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +8 (+2 eff.) Apr +7 Blunt and deadly. |
stormbringer's hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +11 lightning +25 cold While equipped: Stats +4 Cun dps ---------- Mov.spd +30% Res.pen +9% lightning +5% cold +6% physical Slings are used to hurl stones or metal shots at your foes. |
cruel yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling deep-steel trident of paradox (27-44 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 27.5 - 44.0 Physical Uses 120% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +7 cold +7 temporal While equipped: ----- def ----- Resists +7% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Focus Whip (19-20 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 0% Mag, 10% Cun, 20% Wil 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +11% all ---------- misc Mana/turn +0.13 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +4 Wil +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
scouring drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +3 Spell.save +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
crackling stralite shield (0 def, 8 armour, 46-55 power, 138 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane When used to Attack: Power 46.0 - 55.2 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +11 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 9 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of resistance (0 def, 6 armour, 27-32 power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: dps ---------- Melee+ 15 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +5% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
2 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending dwarven-steel torque of clear mind [power 2] (19/25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
5 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. |
2 quartz0.0 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. |
7 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Maatenmi the Shalore Temporal Warden level 22
68th Dusk 122nd year of Ascendancy at 00:31 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Maatenmi the Shalore Temporal Warden level 19
33rd Dusk 122nd year of Ascendancy at 22:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Maatenmi the Shalore Temporal Warden level 18
24th Dusk 122nd year of Ascendancy at 06:02 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Maatenmi the Shalore Temporal Warden level 18
18th Dusk 122nd year of Ascendancy at 14:46 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Maatenmi the Shalore Temporal Warden level 17
12nd Dusk 122nd year of Ascendancy at 22:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Maatenmi the Shalore Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 10:52 see stats
Level 20 (Roguelike)
Got a character to level 20.By Maatenmi the Shalore Temporal Warden level 20
35th Dusk 122nd year of Ascendancy at 12:49 see stats
Paradoxology (Roguelike)
Both killed your future self and got killed by your future self.By Maatenmi the Shalore Temporal Warden level 20
35th Dusk 122nd year of Ascendancy at 20:04 see stats
Self-killer (Roguelike)
Killed your future self.By Maatenmi the Shalore Temporal Warden level 20
35th Dusk 122nd year of Ascendancy at 20:04 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Maatenmi the Shalore Temporal Warden level 9
1st Summertide 122nd year of Ascendancy at 22:28 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Maatenmi the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 03:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Maatenmi the Shalore Temporal Warden level 18
16th Dusk 122nd year of Ascendancy at 21:59 see stats
Unstoppable (Roguelike)
Returned from the dead.By Maatenmi the Shalore Temporal Warden level 12
8th Flare 122nd year of Ascendancy at 01:53 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By Maatenmi the Shalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 21:07 see stats
Log
Your shield crumbles under the damage!
The shield around Maatenmi crumbles.
The shield around Maatenmi's temporal clone crumbles.
The shield around temporal hound crumbles.
The shield around temporal hound crumbles.
The shield around temporal hound crumbles.
Temporal hound has started to unravel.
Faerlhing's arcane area effect hits Maatenmi for (236 absorbed), 284 arcane (284 total damage).
Faerlhing's arcane area effect hits Temporal hound for (236 absorbed), 426 arcane (426 total damage).
Faerlhing's arcane area effect hits Maatenmi's temporal clone for (31 shared), (31 absorbed), (204 absorbed), 457 arcane (489 total damage).
Faerlhing's arcane area effect hits Temporal hound for (236 absorbed), 426 arcane (426 total damage).
Faerlhing's arcane area effect hits Temporal hound for (236 absorbed), 426 arcane (426 total damage).
Faerlhing's arcane area effect killed Maatenmi's temporal clone!
Temporal hound hits Faerlhing for 32 temporal, 25 physical (58 total damage).
Faerlhing misses Temporal hound.
Maatenmi casts Rune: Shielding.
A shield forms around Maatenmi.
Maatenmi uses Infusion: Regeneration.
Maatenmi starts regenerating health quickly.
Your shield crumbles under the damage!
The shield around Maatenmi crumbles.
Temporal hound has started to unravel.
Temporal hound has started to unravel.
Temporal hound hits Faerlhing for 33 temporal, 26 physical (60 total damage).
Faerlhing's arcane area effect hits Maatenmi for (100 absorbed), 549 arcane (549 total damage).
Faerlhing's arcane area effect hits Temporal hound for 0 arcane damage.
Faerlhing's arcane area effect hits Temporal hound for 779 arcane damage.
Faerlhing's arcane area effect hits Temporal hound for 779 arcane damage.
Maatenmi the level 24 shalore temporal warden was dweomered to death by a faerlhing on level 6 of Dreadfell.











































































































