












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ashes of Urh'Rok 1.7.0Official 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Embers of Rage 1.7.0Official 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:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Showing Items Tier in Inventory 1.6.0This 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Forbidden Cults 1.7.0Official 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 | Skeleton |
Class | Temporal Warden |
Level / Exp | 28 / 5% |
Size | big |
Lifes / Deaths | Killed by Ropere the halfling at level 28 on the 51st Haze 122nd year of Ascendancy at 14:10 / 2Killed by Baggguim the halfling at level 28 on the 51st Haze 122nd year of Ascendancy at 14:25 |
Primary Stats
Strength | 133 (base 20) |
Dexterity | 102 (base 58) |
Constitution | 49 (base 30) |
Magic | 98 (base 58) |
Willpower | 8 (base 1) |
Cunning | 32 (base 10) |
Resources
Life | -186/1045 |
Paradox | 300 |
Healing Factor | 1.2732873839943 |
Regeneration | 0.31832184599857 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 2 |
See Stealth | 42.69167605158 |
See Invisible | 58.69167605158 |
Offense: Mainhand
Damage | 208 |
Accuracy | 76 |
Crit Chance | 42% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 105 |
Accuracy | 76 |
Crit Chance | 54% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Darkness | +15% |
Blight | +15% |
Physical | +34% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +20% |
Lightning | +25% |
Arcane | +15% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.292304923968 (100%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 13%( 70%) |
All | + 10%( 70%) |
Lightning | + 28%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 24%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 28%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 23% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Knockback Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 darkness, 5 blight, 5 fire, 3 nature, 4 light |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 403 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 397 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Cyrydheth the giant lightning ant. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 355. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. | 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 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+4 eff.) Light radius: +8 See stealth: +7 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Str / +3 Con Changes resistances penetration: +20% physical Changes damage: +9% physical Critical mult.: +17.00% Maximum life: +31.00 Maximum stamina: +23.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +15 (+3 eff.) Changes stats: +2 Dex / +4 Mag / +5 Cun Changes resistances penetration: +25% lightning Spellpower: +8 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +9 Dex Changes resistances: +6% nature Reduces incoming crit damage: 10.00% Physical save: +11 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +11 (+5 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% temporal Pinning immunity: +23% Knockback immunity: +26% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 37.5 - 52.5 Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Damage (radius 1) on hit: +20 blight When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% arcane One-handed war axes. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +7% blight Mental save: +5 (+2 eff.) Spellpower: +4 (+1 eff.) Mental crit. chance: +7% See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 140% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.28 acid and 15.28 blight damage. If not cleared after five turns it will inflict 86.78 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 11% Changes stats: +3 Cun / +2 Dex Changes resistances: +12% darkness / +3% cold Changes resistances penetration: +15% darkness / +5% cold Changes damage: +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 15.24 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Inventory
![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Stun/Freeze immunity: +90% Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +10 Wil / +10 Mag Changes resistances: +25% acid / +25% fire / +25% lightning / +25% cold Changes damage: +25% acid / +25% fire / +25% lightning / +25% cold Spellpower: +15 (+4 eff.) Mindpower: +15 (+8 eff.) This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 4 nature / 2 fire Changes stats: +12 Wil Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +13% mind / +12% nature Critical mult.: +17.00% Blindness immunity: +37% Confusion immunity: +26% Light radius: +10 See stealth: +23 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 293/400. 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By hmm the Skeleton Temporal Warden level 12
7th Flare 122nd year of Ascendancy at 14:39 see stats
By hmm the Skeleton Temporal Warden level 25
43rd Haze 122nd year of Ascendancy at 04:53 see stats
By hmm the Skeleton Temporal Warden level 21
47th Dusk 122nd year of Ascendancy at 04:32 see stats
By hmm the Skeleton Temporal Warden level 20
37th Dusk 122nd year of Ascendancy at 10:50 see stats
By hmm the Skeleton Temporal Warden level 27
44th Haze 122nd year of Ascendancy at 14:12 see stats
By hmm the Skeleton Temporal Warden level 10
8th Mirth 122nd year of Ascendancy at 18:12 see stats
By hmm the Skeleton Temporal Warden level 20
34th Dusk 122nd year of Ascendancy at 10:03 see stats
By hmm the Skeleton Temporal Warden level 27
44th Haze 122nd year of Ascendancy at 14:12 see stats
By hmm the Skeleton Temporal Warden level 25
43rd Haze 122nd year of Ascendancy at 04:22 see stats
By hmm the Skeleton Temporal Warden level 24
27th Haze 122nd year of Ascendancy at 18:47 see stats
By hmm the Skeleton Temporal Warden level 9
7th Mirth 122nd year of Ascendancy at 08:31 see stats
By hmm the Skeleton Temporal Warden level 21
54th Dusk 122nd year of Ascendancy at 11:44 see stats
By hmm the Skeleton Temporal Warden level 21
47th Dusk 122nd year of Ascendancy at 17:42 see stats
By hmm the Skeleton Temporal Warden level 22
11st Haze 122nd year of Ascendancy at 17:42 see stats
By hmm the Skeleton Temporal Warden level 15
13rd Dusk 122nd year of Ascendancy at 02:25 see stats
By hmm the Skeleton Temporal Warden level 28
51st Haze 122nd year of Ascendancy at 14:10 see stats
Log
Talent Rune: Prismatic is ready to use.
Talent Windblade is ready to use.
Islamor the halfling uses Lunge.
Hmm resists the vile poison!
Hmm resists the blow!
Islamor the halfling hits hmm for (250 absorbed), 0 physical, (13 absorbed), 0 fire (0 total damage).
Melee retaliation hits Iceblock for 5 blight damage.
Omikio the halfling feels pain again.
Baggguim the halfling casts Lightning.
Baggguim the halfling's spell attains critical power!
Baggguim the halfling hits hmm for (231 absorbed), 0 cold (0 total damage).
Hmm casts Rune: Prismatic.
Hmm summons a prismatic shield to protect him!
Omikio the halfling uses Acidbeam.
Omikio the halfling's mind surges with critical power!
Your shield crumbles under the damage!
The shield around hmm crumbles.
Omikio the halfling hits hmm for (5 absorbed), (153 to ice), 230 acid (230 total damage).
Islamor the halfling uses Dual Strike.
Islamor the halfling performs a melee critical strike against hmm!
Islamor the halfling casts Curse of Impotence.
Hmm resists the effect 'Curse of Impotence'!
Hmm resists the stunning strike!
Hmm resists the vile poison!
Islamor the halfling hits hmm for (189 to prism), 0 physical, (13 to prism), 0 fire, (126 to prism), 0 physical (0 total damage).
Melee retaliation hits Iceblock for 5 blight, 5 blight (9 total damage).
Baggguim the halfling casts Manathrust.
Baggguim the halfling hits hmm for (94 to ice), 141 cold (141 total damage).
hmm the level 28 skeleton temporal warden was frozen and shattered into a million little shards to death by Baggguim the halfling on level 1 of Ambush!.