










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
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. Auto Talent Assistant 1.7.2Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 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. 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 22 / 19% |
Size | medium |
Lifes / Deaths | Killed by giant spider at level 21 on the 62nd Haze 122nd year of Ascendancy at 16:44 / 2Killed by Ivutha the treant at level 22 on the 62nd Haze 122nd year of Ascendancy at 22:06 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 56 (base 30) |
Constitution | 38 (base 30) |
Magic | 60 (base 46) |
Willpower | 17 (base 12) |
Cunning | 14 (base 10) |
Resources
Life | -68/707 |
Paradox | 428 |
Healing Factor | 1.5402122670883 |
Regeneration | 7.1619870419606 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 14.243448040242 |
See Invisible | 14.243448040242 |
Offense: Mainhand
Damage | 84 |
Accuracy | 55 |
Crit Chance | 13% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 55 |
Crit Chance | 30% |
APR | 39 |
Speed | 0.90 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +8% |
Physical | +6% |
Arcane | +6% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 47 (57.155997060385%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 28 |
Mental Save | 17 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 45%( 70%) |
All | + 7%( 70%) |
Darkness | + 16%( 70%) |
Light | + 28%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 9%( 70%) |
Mind | + 21%( 70%) |
Fire | + 16%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Bleed Resistance | 100% |
Confusion Resistance | 12% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 149 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. |
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 306 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 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 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed ice ant stinger. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of 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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Defense +30 (+6 eff.) Fatigue +3% Resistance +6% light +19% cold +10% fire +9% mind +5% arcane Life Regen +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore Armor +2 defense ------ Armor +2 Defense +20 (+4 eff.) Resistance +9% acid Life +43.00 other ------- 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 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +4 Mag offense ------ Physical Crit +4.0% Physical Power +10 (+4 eff.) defense ------ Armor +9 Fatigue +3% other ------- Max stamina +30.00 Infravision +2 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Damage +6% physical Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Armor +18 Defense +20 (+4 eff.) Unlife -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 7 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +2% Critical power +5.00% Damage +6% arcane other ------- Max mana +40.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% 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 | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Wil +3 Con offense ------ Physical Power +15 (+5 eff.) Damage +11% cold defense ------ Resistance +22% cold other ------- Equi when Hit +0.16 Max hate +6.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +2 Wil offense ------ Mindpower +9 (+4 eff.) Spellpower/crit +3 Damage +3% temporal Ignore resists +15% arcane When Hit 2 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +7 (+5 eff.) Confus Resist +12% other ------- Mana/turn +0.18 Max mana +22.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Damage +3% lightning Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +27% Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% light +12% blight Life +40.00 Life Regen +2.40 Healmod +33% Poison Resist +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +5.0% defense ------ Armor +6 Defense +29 (+6 eff.) Resistance +2% physical +3% nature +6% mind Physical save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +15% temporal +10% light +10% darkness A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 85 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 157.18 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 37 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 71 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +3% mind +11% light +14% darkness Blind Resist +21% Pinning Resist +10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +10% mind defense ------ Resistance +10% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.27 cold and 9.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +2.0% Damage +12% acid Ignore resists +5% arcane When Hit 8 physical defense ------ Fatigue -5% Resistance +24% acid Mind save +6 (+4 eff.) Confus Resist +22% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +7 (+2 eff.) Mindpower +10 (+5 eff.) Damage +10% lightning +9% cold Ignore resists +15% cold +15% darkness +20% mind defense ------ Life Regen +0.70 Healmod +11% other ------- Psi when Hit +0.12 Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid Ignore resists +10% acid defense ------ Defense +21 (+5 eff.) Resistance +12% blight Healmod +20% Cut Resist +20% Disarm Resist +10% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 88.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +24.00% Spellpower +6 (+2 eff.) Damage +15% temporal defense ------ Resistance +6% fire Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Psionic Weapon Damage 16.0 - 24.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +10 mind On Hit: * 20% chance to reduce armor by 31% * 17% chance to reduce all saves and defense by 16 While equipped: Stats +6 Str +7 Dex +3 Wil +3 Cun offense ------ Ignore Armor +3 When Hit 4 acid defense ------ Resistance +6% cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 19.0 - 28.5 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +4 mind +12 cold On-Hit, radius 1 +8 lightning +4 cold While equipped: offense ------ Damage +6% lightning +12% cold +9% mind Ignore resists +13% physical Accuracy +10 (+3 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +8 (+2 eff.) defense ------ Armor +6 Defense +10 (+2 eff.) Resistance +4% physical +5% arcane +9% darkness Life Regen +2.00 Healmod +15% One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +20 darkness On-Hit, radius 1 +16 cold While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +18% lightning +9% cold When Hit 4 darkness defense ------ Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) defense ------ Life +20.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +3.0% Accuracy +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 fire Uses 2.0 Steam While equipped: offense ------ Damage +11% fire Accuracy +5 (+1 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 22 On-ranged-hit +20 lightning +8 nature On-Hit, radius 1 +12 lightning On-crit, radius 2 +4 lightning On Hit: * 10 arcane resource burn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 34.5 - 41.4 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +5 light Damage Against +8% Undead Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% acid defense ------ Resistance +16% acid +9% all Mind save +19 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +10% nature defense ------ Resistance +9% all Poison Resist +21% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Damage +15% darkness Ignore resists +15% darkness +25% fire When Hit 6 fire defense ------ Armor +9 Fatigue +22% Resistance +18% acid A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag +3 Con offense ------ Damage +6% mind Ignore resists +15% mind defense ------ Defense +9 (+2 eff.) Stealth +7 Knockbk Resist +20% other ------- Infravision +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Damage +9% acid defense ------ Resistance +6% acid Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+2 eff.) Damage +15% darkness Ignore resists +25% mind When Hit 6 darkness defense ------ Resistance +15% mind A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% defense ------ Armor +5 other ------- Stamina/turn +1.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Damage +6% mind Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +1 Defense +3 (+1 eff.) Crit Resistance 5.00% other ------- Light +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Str +2 Con defense ------ Armor +4 Fatigue -2% Physical save +8 (+4 eff.) other ------- Encumbrance +25 Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +4 Mag +5 Wil +3 Cun offense ------ Spellpower +5 (+1 eff.) On-Hit 5 arcane Damage +4% arcane defense ------ Armor +1 Resistance +4% arcane Physical save +6 (+3 eff.) other ------- Cooldown Double Strike -1 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 nature Damage +5% nature +6% fire On-Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 41% defense ------ Armor +2 Resistance +16% nature +6% lightning Spell save +18 (+9 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By poopoo the Skeleton Temporal Warden level 20
60th Haze 122nd year of Ascendancy at 06:58 see stats
By poopoo the Skeleton Temporal Warden level 10
75th Dusk 122nd year of Ascendancy at 10:33 see stats
By poopoo the Skeleton Temporal Warden level 20
51st Haze 122nd year of Ascendancy at 14:18 see stats
By poopoo the Skeleton Temporal Warden level 9
74th Dusk 122nd year of Ascendancy at 19:26 see stats
By poopoo the Skeleton Temporal Warden level 18
46th Haze 122nd year of Ascendancy at 20:33 see stats
By poopoo the Skeleton Temporal Warden level 14
12nd Haze 122nd year of Ascendancy at 05:47 see stats
By poopoo the Skeleton Temporal Warden level 21
62nd Haze 122nd year of Ascendancy at 16:44 see stats
Log
Minotaur misses poopoo.
Stone golem uses Unstoppable.
The shield around poopoo crumbles.
Poopoo is not stunned anymore.
poopoo receives 50 healing from Temporal Restoration Field.
Minotaur uses Sunder Arms.
Minotaur misses poopoo.
Ivutha the treant uses Superconduction.
Ivutha the treant's mind surges with critical power!
Poopoo is seared.
Ivutha the treant hits poopoo for 504 lightning damage.
Poopoo casts Rune: Shielding.
A shield forms around poopoo.
Poopoo casts Invigorate.
Poopoo is invigorated.
Ivutha the treant seems more focused.
Stone golem seems more focused.
Stone golem hits poopoo for (108 absorbed), 0 physical (0 total damage).
Melee retaliation hits Stone golem for 2 arcane damage.
Talent Dimensional Step is ready to use.
poopoo receives 50 healing from Temporal Restoration Field.
Minotaur misses poopoo.
Ivutha the treant uses Condensate.
Your shield crumbles under the damage!
The shield around poopoo crumbles.
Ivutha the treant hits poopoo for (22 absorbed), 322 fire (322 total damage).
poopoo the level 22 skeleton temporal warden was toasted to death by Ivutha the treant on level 4 of Old Forest.
Saving game...
Saving done.