











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: 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:
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 29 / 99% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 72 (base 57) |
Constitution | 30 (base 10) |
Magic | 60 (base 60) |
Willpower | 23 (base 12) |
Cunning | 10 (base 10) |
Resources
Life | 880/880 |
Paradox | 300 |
Healing Factor | 1.3092147729954 |
Regeneration | 8.1825923312212 |
Speed
Mental | -7.9714013168086E-12% |
Attack | -7.9714013168086E-12% |
Movement | +36.804258065936% |
Spell | -7.9714013168086E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 18.121808681803 |
See Invisible | 21.121808681803 |
Offense: Mainhand
Damage | 157 |
Accuracy | 69 |
Crit Chance | 16% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 69 |
Crit Chance | 17% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Lightning | +36% |
Temporal | +9% |
All | 0% |
Physical | +15% |
Fire | +22% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +37% |
Temporal | +17% |
All | +7% |
Physical | +32% |
Fire | +21% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 21 (38.594633868923%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 21 |
Defense: Resistances
Blight | + 62%( 70%) |
Physical | + 31%( 70%) |
Cold | + 39%( 70%) |
All | + 15%( 70%) |
Darkness | + 44%( 70%) |
Light | + 23%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 18%( 70%) |
Fire | + 46%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Inscriptions (4/4)
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 30 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% 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 Strength stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon Folding |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
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 lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | 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 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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: * '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 chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. 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. * You've found the needed pouch of bone giant dust. 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 red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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] Master While equipped: Stats +5 Str +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% temporal Acc +30 (+8 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +2% Die.at -40.00 life Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +7% all Apr +5 ----- def ----- Max.HP +42.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% nature +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +3% mind +5% cold Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire Melee Ret 2 cold ----- def ----- Armour +1 Resists +3% cold +3% temporal +5% fire Die.at -80.00 life Disease- +10% Stun/Frz- +20% 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. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Die.at -80.00 life Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% darkness +3% fire +6% light +1% physical Crit.chn- 10.00% Phys.save +3 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Stun/Frz- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +9 Con dps ---------- Phys.pwr +19 (+4 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +3% physical Res.pen +15% physical Acc +20 (+5 eff.) ----- def ----- Spell.save +12 (+6 eff.) Die.at -40.00 life ---------- misc Max.stam +22.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil +3 Con +7 Lck dps ---------- Mind.pwr +7 (+3 eff.) Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +5 (+1 eff.) Resists +3% darkness Spell.save +3 (+2 eff.) Mind.save +10 (+5 eff.) Unseen.red 12% Confus- +11% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 161% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 * Create an explosion dealing 90 lightning damage (1/turn) While equipped: Stats +3 Wil dps ---------- Spell.pwr +30 (+9 eff.) S.pwr/crit +4 Dmg.mod +24% lightning Res.pen +30% lightning ----- def ----- Resists +6% blight Disease- +22% One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 145% Range: 1.3x Uses 50% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +18% fire Res.pen +14% fire Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Defense +2 (+0 eff.) Resists +3% light +6% blight Max.HP +98.00 HP.reg +2.00 Confus- +20% ---------- misc See.Invis +3 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 T4 light armor [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex +4 Wil dps ---------- Melee+ 7 fire Ranged+ 8 fire Dmg.mod +12% lightning +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +16 Defense +21 (+5 eff.) Fatigue +8% Resists +23% blight +18% physical +25% darkness +23% fire Phys.save +13 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 85 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +14% lightning Stun/Frz- +35% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Max.HP +69.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +13% lightning Acc +7 (+2 eff.) ----- def ----- Resists +26% lightning Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+7 eff.) Dmg.mod +30% physical +30% temporal +30% light +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 160% Range: 1.5x Uses 170% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +20 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 * 25% chance for lightning to strike from the target to a second target dealing 90 damage While equipped: dps ---------- Dmg.mod +9% blight +21% fire Melee Ret 10 fire ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 158% Range: 1.5x Uses 170% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +16 Str +5 Dex +10 Mag +12 Wil +10 Cun +13 Con dps ---------- Dmg.mod +13% physical Acc +19 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 153% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +28 (+7 eff.) Apr +7 ----- def ----- Defense +11 (+3 eff.) Disarm- +30% Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 137% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 temporal On Hit: * Create an explosion dealing 90 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +21% fire Res.pen +17% fire ----- def ----- Resists +11% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature Power 150% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +16 lightning +8 darkness +28 cold +22 nature +37 acid On Hit: * 20 arcane resource burn While equipped: Stats +7 Str +10 Dex +7 Mag +10 Wil +13 Cun +12 Con dps ---------- Mov.spd +32% Res.pen +24% lightning +13% cold +22% nature +14% acid Apr +10 ----- def ----- Spell.save +3 (+2 eff.) One-handed war axes. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 106% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 8 cold Dmg.mod +8% cold Res.pen +10% cold ----- def ----- Armour +14 Resists +11% cold ---------- misc 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 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 10 mind 6 darkness Dmg.mod +6% mind +4% darkness ----- def ----- Max.HP +27.00 HP.reg +1.40 ---------- misc 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 T4 sling 1H weapon [Ego+] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% all Acc +5 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +12 mind +20 blight While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +24% blight Acc +13 (+4 eff.) Melee Ret 6 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 137% Range: 1.4x Uses 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 47 Ranged+ +4 fire On Hit.r1 +4 fire On Hit: * 20% chance to slow global speed by 45% On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +12% darkness +6% cold Res.pen +5% blight ----- def ----- Resists +6% temporal +18% darkness +7% all Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Mana/s.crit +1.00 Vim/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Spell.save +19 (+9 eff.) Silence- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +23 Fatigue +22% Resists +14% nature +15% blight D.Red.from +6% Unnatural A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +1% physical +6% darkness +10% fire +9% temporal +7% cold Die.at -20.00 life Max.HP +60.00 Disease- +20% A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) S.pwr/crit +4 ----- def ----- Armour +1 Resists +6% temporal Spell.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +7 Cun dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +3 Phys.save +9 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 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. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% ----- def ----- Armour +2 Max.HP +40.00 ---------- misc Light +6 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Mag +4 Cun dps ---------- Apr +5 Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 45% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +3 Str +2 Mag dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) S.pwr/crit +4 Res.pen +15% arcane ----- def ----- Die.at -40.00 life ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Max.mana +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil 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. |
![]() 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 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By XikoTimeCop the Cornac Temporal Warden level 19
21st Haze 122nd year of Ascendancy at 00:21 see stats
By XikoTimeCop the Cornac Temporal Warden level 21
44th Haze 122nd year of Ascendancy at 15:10 see stats
By XikoTimeCop the Cornac Temporal Warden level 26
8th Decay 122nd year of Ascendancy at 03:52 see stats
By XikoTimeCop the Cornac Temporal Warden level 10
59th Dusk 122nd year of Ascendancy at 16:39 see stats
By XikoTimeCop the Cornac Temporal Warden level 20
42nd Haze 122nd year of Ascendancy at 06:44 see stats
By XikoTimeCop the Cornac Temporal Warden level 26
8th Decay 122nd year of Ascendancy at 03:52 see stats
By XikoTimeCop the Cornac Temporal Warden level 21
71st Haze 122nd year of Ascendancy at 05:30 see stats
By XikoTimeCop the Cornac Temporal Warden level 26
8th Decay 122nd year of Ascendancy at 03:52 see stats
By XikoTimeCop the Cornac Temporal Warden level 26
8th Decay 122nd year of Ascendancy at 03:52 see stats
By XikoTimeCop the Cornac Temporal Warden level 9
50th Dusk 122nd year of Ascendancy at 08:46 see stats
By XikoTimeCop the Cornac Temporal Warden level 26
8th Decay 122nd year of Ascendancy at 03:52 see stats
By XikoTimeCop the Cornac Temporal Warden level 6
43rd Dusk 122nd year of Ascendancy at 03:30 see stats
By XikoTimeCop the Cornac Temporal Warden level 23
76th Haze 122nd year of Ascendancy at 10:39 see stats
By XikoTimeCop the Cornac Temporal Warden level 16
73rd Dusk 122nd year of Ascendancy at 20:59 see stats
By XikoTimeCop the Cornac Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 16:15 see stats
Log
Talent Warp Blade is ready to use.
XikoTimeCop slows down.
XikoTimeCop stops spinning fate.
XikoTimeCop stops weaving fate.
Talent Warden's Focus is ready to use.
Talent Arrow Stitching is ready to use.
Talent Blink Blade is ready to use.
Talent Fold Fate is ready to use.
XikoTimeCop has finished recovering.
Talent Webs of Fate is ready to use.
Talent Seal Fate is ready to use.
Talent Blade Shear is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Spacetime feels more stable.
Talent Haste is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
XikoTimeCop wears (replacing Bleakshaper the voratun waraxe (150% power, 6 apr)): Borayablek the voratun waraxe (160% power, 6 apr).
XikoTimeCop casts Precognition.
Talent Precognition is ready to use.
Ran for 9 turns (stop reason: terrain change on left side).
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.