










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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.
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Temporal Warden |
Level / Exp | 25 / 76% |
Size | small |
Lifes / Deaths | Killed by freezing trap at level 25 on the 60th Haze 122nd year of Ascendancy at 00:10 / 1 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 53 (base 47) |
Constitution | 37 (base 10) |
Magic | 69 (base 55) |
Willpower | 40 (base 12) |
Cunning | 19 (base 10) |
Resources
Life | 0/1055 |
Paradox | 303 |
Healing Factor | 1.3141015905906 |
Regeneration | 9.5272365317816 |
Speed
Mental | +15.358255965728% |
Attack | +15.358255965728% |
Movement | +4.4853010194856E-12% |
Spell | +15.358255965728% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 130 |
Accuracy | 60 |
Crit Chance | 17% |
APR | 13 |
Speed | 0.87 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 5% |
Speed | 0.86686470043123 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 10% |
Speed | 0.86686470043123 |
Offense: Damage Bonus
Acid | +15% |
Mind | +15% |
Temporal | +22% |
Nature | +15% |
Physical | +14% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +5% |
Temporal | +8% |
Physical | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (79.007671158813%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 42 |
Mental Save | 32 |
Defense: Resistances
Lightning | + 23%( 70%) |
Acid | + 45%( 70%) |
Nature | + 50%( 70%) |
Temporal | + 45%( 70%) |
Darkness | + 43%( 70%) |
Physical | + 21%( 70%) |
Cold | + 23%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Confusion Resistance | 55% |
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 128 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: 18 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 377 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 15%. 1 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have met what seems to be a future version of yourself. The Way We Weren't | 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 within3 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Arcane/Master Power 27.5 - 38.5 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 15 Ranged+ +14 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 23 On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +1% physical +9% nature Max.HP +41.00 Blind- +10% Confus- +20% ---------- misc 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 T3 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% * 20 arcane resource burn ----- def ----- Armour +6 Fatigue +3% Resists +18% acid +6% darkness Crit.chn- 5.00% Max.HP +100.00 ---------- misc Infravis +3 A cap made of leather. |
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 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +45.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Mag +5 Wil +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +5 (+2 eff.) Res.pen +5% light ----- def ----- Resists +6% temporal Mind.save +8 (+4 eff.) Confus- +23% ---------- misc Light +2 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Defense +17 (+4 eff.) Resists +9% acid +3% darkness Mind.save +3 (+2 eff.) Stealth +8 Max.HP +80.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego++] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +12 Wil dps ---------- Dmg.mod +14% physical +15% temporal Res.pen +9% physical +8% temporal ----- def ----- Max.HP +38.00 ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Acc +9 (+2 eff.) Apr +6 ----- def ----- Armour +2 Defense +30 (+7 eff.) Fatigue +3% Resists +8% darkness +2% physical ---------- misc Psi/ret +0.08 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+5 eff.) Spell.save +10 (+3 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 [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +13% darkness +12% temporal Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Resists +6% acid +12% temporal +6% cold Mind.save +7 (+4 eff.) Confus- +12% Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 584% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% 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. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +14 (+7 eff.) ---------- misc Mana/turn +0.17 Max.mana +27.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +11% darkness +12% blight Res.pen +10% blight +10% physical ----- def ----- Defense +30 (+7 eff.) Resists +22% darkness Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +9% fire +6% darkness Max.HP +22.00 Disarm- +25% Pinning- +25% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Con +2 Mag dps ---------- Melee+ 11 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.08 cold and 15.14 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 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Mind.crit +2% ----- def ----- Defense +25 (+6 eff.) Resists +1% physical Mind.save +3 (+2 eff.) HP.reg +4.00 Stun/Frz- +24% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+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! |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 cold On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.0 - 23.4 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +6.0% Atk.spd 100% Phasing +12% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Res.pen +6% physical Acc +10 (+2 eff.) Apr +6 Sharp, short and deadly. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 30.0 - 42.0 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 21 On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 9.0 T2 light armor [Random Unique] Nature While equipped: dps ---------- Phys.crit +4.0% Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +16 Defense +6 (+1 eff.) Fatigue +7% Resists +11% fire +12% physical Phys.save +3 (+2 eff.) Max.HP +45.00 HP.reg +3.00 Heal.mod +22% A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +12% light +12% darkness +7% mind Mind.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% blight Mind.save +6 (+3 eff.) Max.HP +33.00 Poison- +10% Teleport- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +6 Cun +2 Con dps ---------- Phys.pwr +2 (+0 eff.) Melee Ret 2 physical ----- def ----- Defense +15 (+3 eff.) Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+1 eff.) Resists +10% darkness +10% temporal Phys.save +6 (+3 eff.) Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +6% light Mind.save +3 (+2 eff.) Max.HP +32.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +6% acid Res.pen +10% darkness ----- def ----- Armour +6 Resists +3% darkness ---------- misc Infravis +5 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness +3% fire +5% arcane +3% light HP.reg +1.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +15% physical Apr +1 ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Infravis +1 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Phys.save +9 (+5 eff.) Max.HP +60.00 Heal.mod +10% Poison- +10% Disease- +20% 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Res.pen +20% physical On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +21 (+5 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% blight A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +6% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% cold +12% mind +12% nature HP.reg +4.00 Disarm- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- 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 44.5 Physical damage. If the attack hits, the target is confused (40% 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +1.0% Acc +15 (+3 eff.) Apr +7 ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +1% Resists +9% lightning +3% nature A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Resists +3% mind +9% darkness Phys.save +11 (+6 eff.) Poison- +20% ---------- misc Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% lightning +1% physical +3% darkness Die.at -20.00 life Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% 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 44.5 Physical damage. If the attack hits, the target is confused (40% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 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. |
![]() 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 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 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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 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. |
![]() 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +5 Wil +5 Con dps ---------- Dmg.mod +5% mind ----- def ----- Armour +6 Defense +25 (+6 eff.) Resists +1% physical ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +15% nature On Hit (Melee): * 10% chance to slow global speed by 50% Blast the opponent's mind dealing 172 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By d4 bad the Halfling Temporal Warden level 13
2nd Flare 122nd year of Ascendancy at 02:15 see stats
By d4 bad the Halfling Temporal Warden level 21
41st Dusk 122nd year of Ascendancy at 02:58 see stats
By d4 bad the Halfling Temporal Warden level 24
42nd Haze 122nd year of Ascendancy at 16:52 see stats
By d4 bad the Halfling Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 11:22 see stats
By d4 bad the Halfling Temporal Warden level 20
28th Dusk 122nd year of Ascendancy at 10:52 see stats
By d4 bad the Halfling Temporal Warden level 23
58th Dusk 122nd year of Ascendancy at 11:10 see stats
By d4 bad the Halfling Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 11:22 see stats
By d4 bad the Halfling Temporal Warden level 21
41st Dusk 122nd year of Ascendancy at 18:08 see stats
By d4 bad the Halfling Temporal Warden level 16
9th Dusk 122nd year of Ascendancy at 04:55 see stats
By d4 bad the Halfling Temporal Warden level 22
47th Dusk 122nd year of Ascendancy at 09:07 see stats
By d4 bad the Halfling Temporal Warden level 16
4th Dusk 122nd year of Ascendancy at 21:25 see stats
By d4 bad the Halfling Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 19:31 see stats
Log
D4 bad casts Rune: Shatter Afflictions.
D4 bad is freed from a bear trap.
A shield forms around d4 bad.
D4 bad retunes the fabric of spacetime.
Layomira the Thug hits Temporal hound for 0 physical damage.
Spacetime feels more stable.
D4 bad triggers a trap (Rogue sapper's disarming trap)!
D4 bad is disarmed!
Rogue sapper's disarming trap hits d4 bad for (116 absorbed), 0 acid (0 total damage).
Layomira the Thug hits Temporal hound for 0 physical damage.
Temporal hound has unraveled!
Talent Invigorate is ready to use.
Talent Infusion: Movement is ready to use.
D4 bad triggers a trap (Rogue sapper's freezing trap)!
D4 bad is frozen to the ground!
Your shield crumbles under the damage!
The shield around d4 bad crumbles.
Rogue sapper's freezing trap hits d4 bad for (12 absorbed), 73 cold (73 total damage).
Rogue sapper's freezing trap's ice area effect hits d4 bad for 28 cold damage.
You are unable to move!
D4 bad uses enveloping cashmere cloak of the voidstalker!
Layomira the Thug uses Greater Weapon Focus.
Layomira the Thug uses Shattering Shout.
D4 bad tries to evade attacks.
Rogue sapper's freezing trap's ice area effect hits d4 bad for 28 cold damage.
Layomira the Thug hits d4 bad for 258 physical damage.
d4 bad the level 25 halfling temporal warden was chilled to death by a Rogue sapper's freezing trap on level 1 of bandit fortress.