










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! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
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. 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 24 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by elven mage at level 24 on the 8th Regrowth 123rd year of Ascendancy at 17:02 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 65 (base 48) |
| Constitution | 11 (base 10) |
| Magic | 79 (base 54) |
| Willpower | 22 (base 12) |
| Cunning | 24 (base 10) |
Resources
| Life | -6/569 |
| Paradox | 487 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 2.2718614670654 |
Speed
| Mental | +6.1340430109832% |
| Attack | +6.1340430109832% |
| Movement | +1.3322676295502E-13% |
| Spell | +6.1340430109832% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 22.589049588525 |
| See Invisible | 22.589049588525 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 58 |
| Crit Chance | 19% |
| APR | 15 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 5% |
| Speed | 0.94220475507233 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 9% |
| Speed | 0.94220475507233 |
Offense: Damage Bonus
| Acid | +12% |
| Fire | +23% |
| Darkness | +11% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +45% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 18 (38.594633868923%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Acid | + 34%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 31%( 70%) |
| Darkness | + 37%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 23%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% 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. |
| 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 mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 6%. 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by white wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (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. | active |
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: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. 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 hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Turiromigar the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex offense ------ Critical power +15.00% Ignore Armor +3 defense ------ Armor +5 Fatigue -1% Resistance +13% lightning +8% temporal +3% darkness Physical save +10 (+5 eff.) other ------- Encumbrance +39 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of ash arrows (18/18, 140% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 140% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 18 On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Bearab the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+2 eff.) Ignore resists +20% mind defense ------ Resistance +3% light +3% fire Physical save +3 (+2 eff.) Cut Resist +20% Confus Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Baleldil the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +1 Wil offense ------ Physical Power +20 (+7 eff.) Mindpower +10 (+5 eff.) Ignore resists +10% physical Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Physical save +6 (+3 eff.) Mind save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
| Tool | soothing steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
| On fingers | steel ring 'Layytira'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +9 Dex offense ------ Damage +11% darkness +12% acid Ignore resists +5% acid Accuracy +11 (+3 eff.) defense ------ Resistance +22% darkness +6% acid Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | ranger's elven-wood longbow of fire4.0 Encumbrance T4 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +8 fire While equipped: Stats +6 Dex offense ------ Damage +20% fire Longbows are used to shoot arrows at your foes. |
| On hands | rough leather gloves 'Bregubers' (5 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 fire Damage +3% fire Ignore resists +15% mind defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +1% physical +5% fire other ------- Stamina/turn +1.00 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. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 25.48 to 31.85 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of mastery (0.10 Chronomancy / Temporal Hounds)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Masteries +0.10 Chronomancy/Temporal Hounds Amulets make your neck look great! |
Inventory
shatter afflictions rune of the titan (absorb 31; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 31 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of constitution (+2) =2con=0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +10% nature +13% blight Poison Resist +20% Disease Resist +22% Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-5 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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? |
gold ring 'Arothel'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +25% temporal When Hit 4 mind defense ------ Defense +15 (+4 eff.) Resistance +12% temporal Life +36.00 Disarm Resist +32% Pinning Resist +28% Knockbk Resist +27% Rings make your fingers look great! |
rogue's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +7 Cun defense ------ Defense +14 (+4 eff.) Rings make your fingers look great! |
titan's copper ring =2con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
arcing steel dagger of crippling (100% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, short and deadly. |
dwarven-steel dagger of erosion (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
flaming steel dagger of massacre (117% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
steel dagger 'Treegrind' (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 nature +7 darkness Damage Against +7% Living On Hit: * 10% chance to slow global speed by 47% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +3% mind Ignore resists +20% mind Sharp, short and deadly. |
Shadowrip =3con=4.0 Encumbrance T1 longbow 2H weapon [Rare] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +4 lightning While equipped: Stats +3 Con defense ------ Resistance +3% fire +6% darkness +5% arcane other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
ash longbow 'Hysasin' =5con=4.0 Encumbrance T2 longbow 2H weapon [Rare] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Con offense ------ Physical Power +10 (+4 eff.) Damage +6% temporal Ignore resists +10% physical Accuracy +5 (+1 eff.) On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +3 (+2 eff.) other ------- Reload +3 Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
enhanced yew longbow4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +8 Str +6 Dex +8 Mag +5 Wil +8 Cun +6 Con Longbows are used to shoot arrows at your foes. |
keeper's ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego++] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +11 Con +8 Wil offense ------ Damage +12% physical +15% temporal Ignore resists +8% physical +9% temporal defense ------ Life +15.00 other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
mighty elm longbow =3str=4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
ranger's elm longbow of acid4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 acid While equipped: Stats +2 Dex offense ------ Damage +12% acid Longbows are used to shoot arrows at your foes. |
elemental dwarven-steel longsword of evisceration (121% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 79 cold damage (1/turn) On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) Damage +10% cold Ignore resists +8% cold Sharp, long, and deadly. |
linen cloak 'Glitterglean' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +10% fire When Hit 4 light defense ------ Defense +7 (+2 eff.) Physical save +5 (+3 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeradarata the Blazestoker (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +14% blight +30% light Ignore resists +5% light defense ------ Resistance +14% blight +18% light +9% all other ------- Mana/turn +0.14 Psi/turn +0.10 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +13% physical +5% fire +9% cold defense ------ Resistance +14% acid +11% physical +13% fire +12% cold +13% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnbreaker (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% fire Ignore resists +20% lightning defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal +3% cold +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Zaninarikhad' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +4 Wil +1 Cun +3 Con defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Life Regen +2.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchrot the iron helm (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Cun +5 Str offense ------ Physical Crit +3.0% Accuracy +20 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +7 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootslice the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) When Hit 2 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% other ------- Light +3 A cap made of leather. |
Yvytira the Obsidianglory (11 def, 0 armour) =11def=2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: defense ------ Defense +11 (+3 eff.) Resistance +6% blight +3% fire +5% nature +6% darkness Crit Resistance 5.00% A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Ravenstinger' (3 def, 20 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Arcane While equipped: Stats +3 Dex offense ------ Critical power +5.00% Damage +3% darkness Ignore resists +15% physical defense ------ Armor +20 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% light +12% darkness A suit of armour made of mail. |
Hornet Stingers (16/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of accuracy (13/13, 134% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +7 Critical Rate +12.5% Capacity 13 On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of accuracy (18/18, 124% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Master Weapon Damage 124% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +1.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Sunspire' (20/20, 125% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 125% Range: 1.0x-1.4x Uses 50% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +8 fire +4 mind On-crit, radius 2 +4 mind On Hit: * 20 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
9 agate0.0 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. |
onyx0.0 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. |
7 aquamarine0.0 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. |
6 opal0.0 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. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Goryrek (dig speed 29 turns) =1str=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% acid defense ------ Defense +5 (+1 eff.) Resistance +5% arcane Mind save +3 (+2 eff.) Disease Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 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. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Life +43.00 Healmod +12% 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
supercharged iron torque of clear mind [power 1] (28 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 28 turn cooldown Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.0 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. |
evasive ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 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. |
4 citrine0.0 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. |
9 zircon0.0 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Time Knight the Cornac Temporal Warden level 15
22nd Dusk 122nd year of Ascendancy at 23:37 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Time Knight the Cornac Temporal Warden level 20
59th Dusk 122nd year of Ascendancy at 21:59 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Time Knight the Cornac Temporal Warden level 18
57th Dusk 122nd year of Ascendancy at 07:54 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Time Knight the Cornac Temporal Warden level 24
46th Haze 122nd year of Ascendancy at 19:37 see stats
Impossible Death (Roguelike)
Got killed by your future self.By Time Knight the Cornac Temporal Warden level 19
59th Dusk 122nd year of Ascendancy at 13:18 see stats
Level 10 (Roguelike)
Got a character to level 10.By Time Knight the Cornac Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 11:52 see stats
Level 20 (Roguelike)
Got a character to level 20.By Time Knight the Cornac Temporal Warden level 20
59th Dusk 122nd year of Ascendancy at 20:38 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Time Knight the Cornac Temporal Warden level 24
60th Haze 122nd year of Ascendancy at 06:32 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Time Knight the Cornac Temporal Warden level 24
62nd Haze 122nd year of Ascendancy at 03:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Time Knight the Cornac Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 11:41 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Time Knight the Cornac Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 00:53 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Time Knight the Cornac Temporal Warden level 18
57th Dusk 122nd year of Ascendancy at 15:06 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Time Knight the Cornac Temporal Warden level 24
62nd Haze 122nd year of Ascendancy at 05:25 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Time Knight the Cornac Temporal Warden level 21
61st Dusk 122nd year of Ascendancy at 11:13 see stats
Log
Elven mage deactivates Secrets of the Eternals.
Elven mage is cut deeply.
Time Knight's Warden's Focus hits Elven mage for 290 physical, 8 fire, 14 temporal (312 total damage).
Time Knight's temporal clone casts Webs of Fate.
Time Knight's temporal clone uses Infusion: Wild.
Time Knight's temporal clone lessens the pain.
Elven corruptor casts Drain.
Elven corruptor hits Time Knight for 89 blight damage.
Elven corruptor hits Time Knight's temporal clone for (38 shared) damage.
Time Knight's temporal clone casts Singularity Arrow.
Time Knight's temporal clone's Singularity Arrow misses elven corruptor.
Elven corruptor is drawn in by the singularity!
Decrepitude Disease from Elven corruptor hits Time Knight for 12 blight damage.
Decrepitude Disease from Elven corruptor hits Time Knight's temporal clone for (5 shared) damage.
Bleeding from Elven mage hits Time Knight for 7 physical damage.
Bleeding from Elven mage hits Time Knight's temporal clone for (3 shared) damage.
Time Knight's temporal clone hits Elven corruptor for (35 flat reduction), 0 physical (0 total damage).
Your summoned Time Knight's temporal clone disappears.
Resting starts...
Time Knight retunes the fabric of spacetime.
Rested for 1 turns (stop reason: taken damage).
Time Knight slows down.
Talent Dimensional Step is ready to use.
Bleeding from Elven mage hits Time Knight for 10 physical damage.
Time Knight the level 24 cornac temporal warden was eviscerated to death by an elven mage on level 2 of Mark of the Spellblaze.













































































































