










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 30 / 19% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 16) |
Dexterity | 71 (base 45) |
Constitution | 38 (base 24) |
Magic | 74 (base 55) |
Willpower | 27 (base 12) |
Cunning | 26 (base 10) |
Resources
Life | 877/877 |
Paradox | 300 |
Healing Factor | 1.2102122670884 |
Regeneration | 7.5638266693025 |
Speed
Mental | -1.7985612998928E-12% |
Attack | -1.7985612998928E-12% |
Movement | -6.6613381477509E-14% |
Spell | -1.7985612998928E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 79 |
Crit Chance | 39% |
APR | 33 |
Speed | 0.95 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +12% |
Mind | +15% |
All | 0% |
Lightning | +9% |
Light | +10% |
Temporal | +7% |
Physical | +11% |
Fire | +12% |
Nature | +15% |
Offense: Damage Penetration
Arcane | +40% |
Physical | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (99.687909656376%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 36 |
Mental Save | 22 |
Defense: Resistances
Nature | + 43%( 75%) |
Arcane | + 22%( 75%) |
Fire | + 33%( 75%) |
All | + 18%( 75%) |
Defense: Immunities
Stun Resistance | 31% |
Silence Resistance | 25% |
Instadeath Resistance | 100% |
Confusion Resistance | 34% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 111 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: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -579 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 579 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Contingency |
talent | Weapon Folding |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Layudawe the snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 were killed by your future self, and thus this event never occured. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Silence- +25% Confus- +34% Stun/Frz- +31% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 45.5 - 63.7 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +14.0% Capacity 17 Proj.spd +100% Ranged+ +32 physical +11 temporal On Hit.r1 +8 physical On Hit: * 14% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 114 physical damage On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Res.pen +25% physical ----- def ----- Defense +15 (+3 eff.) Max.HP +44.00 ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% lightning +12% fire Acc +5 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +18% fire Die.at -60.00 life ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +5 Cun dps ---------- Melee+ 16 light Ranged+ 12 light Dmg.mod +10% light Acc +6 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +19 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 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. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +3 Cun dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +5% 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 chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) 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 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +6 Mind.save +7 (+4 eff.) Max.HP +49.00 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +3 Cun +3 Con dps ---------- Dmg.mod +12% arcane Res.pen +15% arcane Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Max.HP +41.00 ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Acc +5 (+1 eff.) Melee Ret 4 acid ----- def ----- Armour +12 Defense +9 (+2 eff.) Res.Cap +5% all Phys.save +27 (+9 eff.) Max.HP +59.00 HP.reg +6.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -506 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 506 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 41% faster, and you are invisible (power 16). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Lck +3 Wil dps ---------- Mind.pwr +13 (+7 eff.) Dmg.mod +18% fire Acc +10 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +6 (+2 eff.) Resists +17% lightning +9% fire +6% darkness Mind.save +10 (+5 eff.) Unseen.red 10% Confus- +12% Stun/Frz- +36% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% arcane +3% nature Res.pen +5% arcane Melee Ret 4 nature ----- def ----- Resists +12% mind +5% arcane Heal.mod +11% Cut- +50% Confus- +25% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +12% physical On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% light +12% physical Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +2 Wil dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Dmg.mod +12% light Res.pen +10% temporal ----- def ----- Resists +24% light +6% temporal ---------- misc Infravis +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Res.pen +5% physical Acc +10 (+2 eff.) Apr +5 ----- def ----- Resists +3% lightning +3% acid Max.HP +20.00 Disease- +20% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 mind +20 cold On Hit.r1 +4 fire +4 cold On Hit: * 12% chance to reduce all saves and defense by 20 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: Stats +3 Con dps ---------- Phys.pwr +27 (+9 eff.) Res.pen +15% physical Acc +21 (+4 eff.) Apr +7 ----- def ----- Defense +15 (+3 eff.) Disarm- +16% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 0% Mag, 100% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 44.0 - 57.2 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +9 Mag +6 Wil +10 Cun +5 Con Sharp, short and deadly. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 130% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 4.0 T2 longbow 2H weapon [Ego] Master 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 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 142.21 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (284). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +1 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +3 (+2 eff.) Phasing +20% ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.stam +10.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Die.at -80.00 life ---------- misc Max.mana +44.00 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. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 33% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% blight Apr +3 ----- def ----- Armour +7 Resists +3% physical Phys.save +12 (+4 eff.) Silence- +30% Confus- +31% Stun/Frz- +28% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +6% nature +3% cold Res.pen +5% darkness +5% light On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +6% darkness +6% cold 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. |
![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.1 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +20 (+4 eff.) Fatigue +8% Mind.save +18 (+9 eff.) Max.HP +48.00 HP.reg +9.80 Heal.mod +14% A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 38.5 - 53.9 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 22 On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 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 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. |
![]() 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 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. |
![]() 0.0 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. |
![]() 0.0 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
By Agonar the Cornac Temporal Warden level 25
43rd Dusk 122nd year of Ascendancy at 11:17 see stats
By Agonar the Cornac Temporal Warden level 26
58th Dusk 122nd year of Ascendancy at 03:22 see stats
By Agonar the Cornac Temporal Warden level 22
31st Dusk 122nd year of Ascendancy at 04:19 see stats
By Agonar the Cornac Temporal Warden level 27
23rd Haze 122nd year of Ascendancy at 07:38 see stats
By Agonar the Cornac Temporal Warden level 28
23rd Haze 122nd year of Ascendancy at 11:36 see stats
By Agonar the Cornac Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 13:47 see stats
By Agonar the Cornac Temporal Warden level 20
23rd Dusk 122nd year of Ascendancy at 01:07 see stats
By Agonar the Cornac Temporal Warden level 30
47th Haze 122nd year of Ascendancy at 03:25 see stats
By Agonar the Cornac Temporal Warden level 25
41st Dusk 122nd year of Ascendancy at 07:28 see stats
By Agonar the Cornac Temporal Warden level 25
37th Dusk 122nd year of Ascendancy at 06:39 see stats
By Agonar the Cornac Temporal Warden level 29
26th Haze 122nd year of Ascendancy at 09:45 see stats
By Agonar the Cornac Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 07:39 see stats
By Agonar the Cornac Temporal Warden level 22
31st Dusk 122nd year of Ascendancy at 18:34 see stats
By Agonar the Cornac Temporal Warden level 16
7th Dusk 122nd year of Ascendancy at 12:04 see stats
By Agonar the Cornac Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 13:51 see stats
Log
You gain 12.63 gold from the transmogrification of gunslinger's stralite steamgun of enduring.
You gain 6.22 gold from the transmogrification of surging yew vilestaff of greater warding (20-24 power, 4 apr, fire element).
You gain 6.95 gold from the transmogrification of magewarrior's short yew magestaff (20-24 power, 4 apr, lightning element).
You gain 7.92 gold from the transmogrification of magelord's elven-wood vilestaff (25-30 power, 5 apr, fire element).
You gain 21.77 gold from the transmogrification of Scaldcast (15-18 power, 3 apr, fire element).
You gain 17.07 gold from the transmogrification of Erelathel (15-18 power, 3 apr, physical element).
You gain 23.08 gold from the transmogrification of vined mindstar 'Cuthelekor' (4-4 power, 18 apr, mind damage).
You gain 5.50 gold from the transmogrification of nature's vined mindstar of gales (4-4 power, 18 apr, mind damage).
You gain 3.74 gold from the transmogrification of hungering vined mindstar of life (4-5 power, 18 apr, nature damage).
You gain 2.62 gold from the transmogrification of horrifying thorny mindstar of balance (9-10 power, 24 apr, mind damage).
You gain 0.90 gold from the transmogrification of gifted vined mindstar (5-6 power, 18 apr, nature damage).
You gain 14.59 gold from the transmogrification of Thunderwaker (26-37 power, 4 apr).
You gain 8.75 gold from the transmogrification of warden's ash longbow.
You gain 1.40 gold from the transmogrification of flaming steel greatmaul (27-40 power, 2 apr).
You gain 1.52 gold from the transmogrification of flaming steel greatmaul (26-40 power, 2 apr).
You gain 16.27 gold from the transmogrification of Frostswift the dwarven-steel greatmaul (40-60 power, 2 apr).
You gain 5.31 gold from the transmogrification of truestriking stralite dagger of erosion (30-40 power, 9 apr).
You gain 3.71 gold from the transmogrification of flaming stralite dagger of daylight (28-36 power, 9 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 1.98 gold from the transmogrification of shielding rune of the titan (absorb 275; dur 4; cd 15).
You gain 0.69 gold from the transmogrification of shatter afflictions rune (absorb 65; cd 21).
You gain 0.65 gold from the transmogrification of manasurge rune (regen 1049% over 10 turns; mana 52; cd 12).
You gain 1.85 gold from the transmogrification of ethereal rune of the warrior (power 11; resist 13%; move 44%; dur 5; cd 19).
You gain 2.51 gold from the transmogrification of blink rune of the titan (range 6; phase 25; cd 16).
You gain 1.71 gold from the transmogrification of blink rune (range 5; phase 14; cd 20).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 23%; mental; dur 4; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental, magical; dur 4; cd 13).
You gain 1.00 gold from the transmogrification of wild infusion (res 19%; physical; dur 3; cd 16).
You gain 1.52 gold from the transmogrification of movement infusion (speed 494%; cd 8).
There is a previous level here (press '' or right click to use).