











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". 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. 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 29 / 35% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 29 on the 79th Regrowth 123rd year of Ascendancy at 23:17 5 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 34 (base 24) |
Constitution | 14 (base 10) |
Magic | 82 (base 60) |
Willpower | 65 (base 43) |
Cunning | 17 (base 10) |
Resources
Life | 698/698 |
Paradox | 300 |
Healing Factor | 1.1472895330003 |
Regeneration | 0.28682238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.9968028886506E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 17.805527909802 |
See Invisible | 17.805527909802 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 142 |
Accuracy | 51 |
Crit Chance | 23% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Arcane | +13% |
Cold | +21% |
All | +6% |
Darkness | +19% |
Light | +9% |
Temporal | +62% |
Fire | +15% |
Physical | +24% |
Offense: Damage Penetration
Arcane | +45% |
Fire | +15% |
Temporal | +40% |
Defense: Base
Armour (hardiness) | 15 (57.155997060385%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 40 |
Mental Save | 42 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 20%( 70%) |
Mind | + 12%( 70%) |
All | + 9%( 70%) |
Darkness | + 44%( 70%) |
Light | + 28%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 15%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Knockback Resistance | 20% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Temporal Hounds |
talent | Contingency |
talent | Weapon Folding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Emelulle the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by storm drake hatchling. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 14. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of squid ink. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed green worm. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed skeleton mage skull. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% acid +21% temporal Ignore resists +25% arcane +25% temporal When Hit 4 acid defense ------ Armor +3 Resistance +9% lightning +9% temporal A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 19 On-ranged-hit +8 fire +20 darkness +16 arcane On-Hit, radius 1 +16 darkness On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +3% light +15% temporal When Hit 18 fire 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% acid +7% fire +9% light other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mindpower +5 (+2 eff.) Damage +15% acid defense ------ Armor +3 Fatigue +5% Resistance +6% nature Spell save +4 (+2 eff.) Mind save +18 (+6 eff.) Life +44.00 Healmod +11% other ------- Max hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex offense ------ Damage +12% temporal Ignore resists +15% temporal +15% fire other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 turn cooldown 100% to heal for 33. 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 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+1 eff.) Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn 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! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Damage +13% darkness defense ------ Resistance +26% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +9% fire When Hit 4 darkness On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +7 Defense +10 (+4 eff.) Resistance +3% acid +9% darkness +3% nature +9% lightning Physical save +10 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Ignore Shields +20% On-ranged-hit +17 cold While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +15% cold Ignore resists +20% arcane defense ------ Resistance +12% blight Life +80.00 Silence Resist +20% Knockbk Resist +20% other ------- Mana-on-crit +2.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +3 Con offense ------ Physical Crit +4.0% Physical Power +10 (+3 eff.) Damage +9% physical Accuracy +11 (+4 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +3% mind 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 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 8 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. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +7 Mag offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Damage +8% temporal +7% arcane +6% all defense ------ Resistance +12% light +3% nature +9% all Unlife -20.00 life other ------- Mana/turn +0.17 Psi/turn +0.20 Max mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +2 Cun offense ------ Physical Power +5 (+2 eff.) Ignore Armor +3 defense ------ Defense +11 (+4 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) 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 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ Damage +9% physical defense ------ Defense +5 (+2 eff.) Resistance +3% darkness Unlife -40.00 life Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 3 turns. Its effects scale with your Magic 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 [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Magic 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 T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 11.0 - 14.3 Physical Uses 100% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +5% lightning +5% cold On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +6% acid Sharp, short and deadly. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +16 lightning While equipped: Stats +5 Dex offense ------ Physical Power +20 (+5 eff.) defense ------ Resistance +15% cold other ------- Reload +4 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+2 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 29 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +15 fire On-crit, radius 2 +8 light +8 fire While equipped: offense ------ Damage +12% cold +18% fire defense ------ Resistance +12% light +3% cold other ------- Light +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 lightning While equipped: offense ------ Damage +12% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +14 lightning While equipped: Stats +5 Str offense ------ Physical Power +11 (+3 eff.) Damage +12% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +15 lightning While equipped: Stats +5 Dex offense ------ Damage +17% lightning Longbows are used to shoot arrows at your foes. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +13 (+3 eff.) Damage +14% physical +12% temporal +10% all Ignore resists +6% temporal +9% physical defense ------ Resistance +11% all Anomaly Control +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +10% nature defense ------ Resistance +15% nature +9% all other ------- Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+1 eff.) Damage +9% temporal Ignore resists +8% physical On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +3 Resistance +12% lightning Physical save +12 (+6 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Mag +5 Wil +3 Cun offense ------ Ignore resists +5% acid defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Wil +4 Mag offense ------ Damage +3% blight defense ------ Defense +1 (+1 eff.) Spell save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +5 Cun offense ------ When Hit 6 mind defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +19% lightning +2% physical +6% blight +9% fire +6% temporal A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +7 Dex +4 Mag +4 Wil +3 Cun defense ------ Armor +4 Defense +8 (+3 eff.) Fatigue +7% Physical save +6 (+3 eff.) Life +35.00 A suit of armour made of leather. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Nature Weapon Damage 23.0 - 32.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 17 On-ranged-hit +9 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +1.0% defense ------ Mind save +9 (+3 eff.) Life +40.00 Blind Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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. |
Achievements
By HairlineLeftInCA the Shalore Temporal Warden level 29
73rd Regrowth 123rd year of Ascendancy at 22:03 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 25
53rd Regrowth 123rd year of Ascendancy at 15:25 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 18
64th Haze 122nd year of Ascendancy at 08:59 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 18
73rd Haze 122nd year of Ascendancy at 03:35 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 25
41st Regrowth 123rd year of Ascendancy at 22:55 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 29
73rd Regrowth 123rd year of Ascendancy at 23:03 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 21
10th Decay 122nd year of Ascendancy at 05:28 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 23:28 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 20
9th Decay 122nd year of Ascendancy at 06:08 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 21
10th Decay 122nd year of Ascendancy at 05:28 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 28
72nd Regrowth 123rd year of Ascendancy at 11:09 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 19
79th Haze 122nd year of Ascendancy at 08:02 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 29
73rd Regrowth 123rd year of Ascendancy at 22:03 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 23
22nd Regrowth 123rd year of Ascendancy at 12:20 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 15
36th Haze 122nd year of Ascendancy at 17:10 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 23
21st Regrowth 123rd year of Ascendancy at 19:10 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 24
31st Regrowth 123rd year of Ascendancy at 18:26 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 17
55th Haze 122nd year of Ascendancy at 18:17 see stats
By HairlineLeftInCA the Shalore Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 10:17 see stats
Log
You gain 3.75 gold from the transmogrification of steel mail armour of the deep (2 def, 8 armour).
You gain 10.00 gold from the transmogrification of Iron Mail of Bloodletting (2 def, 4 armour).
You gain 1.65 gold from the transmogrification of woollen robe of power (0 def, 0 armour).
You gain 4.68 gold from the transmogrification of timebroken cashmere robe (0 def, 0 armour).
You gain 1.36 gold from the transmogrification of spellwoven woollen robe of darkness (+15%) (0 def, 0 armour).
You gain 1.33 gold from the transmogrification of mindwoven woollen robe of frost (+19%) (0 def, 0 armour).
You gain 4.11 gold from the transmogrification of focusing woollen robe of fire (+9%) (0 def, 0 armour).
You gain 1.94 gold from the transmogrification of chilling dwarven-steel waraxe of massacre (30-41 power, 4 apr).
You gain 3.62 gold from the transmogrification of yew vilestaff of illumination (20-24 power, 4 apr, fire element).
You gain 2.48 gold from the transmogrification of shimmering ash starstaff (15-18 power, 3 apr, physical element).
You gain 7.02 gold from the transmogrification of lifebinding yew magestaff of illumination (20-24 power, 4 apr, cold element).
You gain 4.15 gold from the transmogrification of earthen ash magestaff of protection (15-18 power, 3 apr, cold element).
You gain 6.55 gold from the transmogrification of dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element).
You gain 2.98 gold from the transmogrification of ash starstaff of illumination (15-18 power, 3 apr, physical element).
You gain 2.83 gold from the transmogrification of ash magestaff of warding (15-18 power, 3 apr, fire element).
You gain 5.03 gold from the transmogrification of plaguebringer's dwarven-steel mace (28-39 power, 4 apr).
You gain 2.03 gold from the transmogrification of yew longbow of lightning.
You gain 7.35 gold from the transmogrification of thought-forged dwarven-steel greatsword of evisceration (36-58 power, 2 apr).
You gain 11.60 gold from the transmogrification of Tiderazor (24-38 power, 2 apr).
You gain 4.95 gold from the transmogrification of plaguebringer's dwarven-steel dagger (18-24 power, 7 apr).
You gain 2.74 gold from the transmogrification of chilling steel dagger of phasing (13-17 power, 11 apr).
You gain 0.99 gold from the transmogrification of chilling iron dagger (11-14 power, 5 apr).
You gain 1.45 gold from the transmogrification of acidic dwarven-steel dagger of massacre (27-35 power, 7 apr).
You gain 3.38 gold from the transmogrification of dwarven-steel battleaxe of crippling (30-45 power, 2 apr).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.