









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Embers of Rage 1.7.4Official Expansion!Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 44 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by ravaging entropic rip at level 18 on the 54th Haze 122nd year of Ascendancy at 22:03 / 3Killed by Chronolith Twin at level 22 on the 71st Haze 122nd year of Ascendancy at 07:07 Killed by overpowered greater multi-hued wyrm at level 38 on the 49th Regrowth 123rd year of Ascendancy at 19:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 77 (base 20) |
| Dexterity | 65 (base 54) |
| Constitution | 91 (base 25) |
| Magic | 8 (base 10) |
| Willpower | 61 (base 35) |
| Cunning | 75 (base 60) |
Resources
| Life | 1598/1598 |
| Psi | 141/141 |
| Stamina | 412/412 |
| Equilibrium | 30 |
| Healing Factor | 1.7557453763918 |
| Regeneration | 65.219185435872 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.64892493468% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 81.942981326434 |
| See Invisible | 81.942981326434 |
Offense: Barehand
| Damage | 133 |
| Accuracy | 66 |
| Crit Chance | 39% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Mind | +31% |
| Physical | +25% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 48 (68.304188961773%) |
| Defense | 71 |
| Ranged Defense | 76 |
| Fatigue | 10.069540600185 |
| Physical Save | 69 |
| Spell Save | 59 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 65%( 75%) |
| Blight | + 35%( 75%) |
| Arcane | + 30%( 75%) |
| Cold | + 41%( 75%) |
| All | + 27%( 75%) |
| Lightning | + 41%( 75%) |
| Light | + 55%( 75%) |
| Mind | + 41%( 75%) |
| Physical | + 55%( 75%) |
| Darkness | + 50%( 75%) |
| Fire | + 52%( 75%) |
| Nature | + 31%( 75%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Teleport Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
| Poison Resistance | 20% |
| Blind Resistance | 32% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 664 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -556 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 556 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% 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
| Cunning / Tactical | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.64 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Antimagic Shield |
| talent | Striking Stance |
| talent | Skate |
| beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower 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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 836. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * You've found the needed green worm. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. 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 wretchling eyeball. * '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 ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
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. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| On hands | brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +2 Dex +3 Wil +5 Cun +4 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+2 eff.) Disarm- +32% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +17.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | defender's hardened leather cap of ire (5 def, 9 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +18 (+4 eff.) Mind.save +11 (+4 eff.) Battle Cry: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | yew totem of stinging 'Malurath' [power 230] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% physical Acc +25 (+6 eff.) ---------- misc Psi/ret +0.12 Max.hate +4.00 Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +58.00 HP.reg +9.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | Olilatharain the Eclipseclamor0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +14 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +20% mind ----- def ----- Resists +9% acid +20% mind +6% nature +12% darkness Phys.save +16 (+4 eff.) Spell.save +23 (+6 eff.) Max.HP +100.00 HP.reg +19.00 Heal.mod +18% ---------- misc Max.stam +75.50 Rings make your fingers look great! |
| Around neck | Bethedhelaith0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +14% darkness +9% fire +5% arcane +39% light Res.Cap +5% all Phys.save +23 (+5 eff.) Spell.save +3 (+1 eff.) Blind- +32% ---------- misc Masteries +0.34 Technique/Conditioning Amulets make your neck look great! |
| Main armor | multi-hued drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Resists +25% acid +13% physical +19% cold +20% lightning +16% fire ---------- misc Breathe water A suit of armour made of leather. |
| Light source | dwarven lantern 'Hazestriker'1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +3% acid +12% cold +11% mind ----- def ----- Defense +15 (+4 eff.) Resists +3% acid +1% physical +6% darkness Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +32 (+9 eff.) Max.HP +60.00 Poison- +20% Teleport- +20% ---------- misc Light +10 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Desert Shade (10 def, 0 armour)2.0 T4 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% physical Melee Ret 20 blinding physical ----- def ----- Defense +10 (+3 eff.) Resists +10% physical +10% fire Phys.save +10 (+2 eff.) Stealth +10 ---------- misc Masteries +0.20 Wild-curse/Ritch aspect Sandstorm: Level 5.5 Pwr.cost 17 out of 25/25. Range 9 Travel.spd 200% of base Is a nature gift a spell Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 76.68 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 38.20 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 17 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Inventory
Wyrm Bile0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
dwarven-steel pickaxe of Reknor (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 315/400 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 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. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Zznie the Thalore Brawler level 34
38th Regrowth 123rd year of Ascendancy at 02:15 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Zznie the Thalore Brawler level 34
29th Regrowth 123rd year of Ascendancy at 03:01 see stats
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Zznie the Thalore Brawler level 15
24th Dusk 122nd year of Ascendancy at 21:13 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zznie the Thalore Brawler level 37
49th Regrowth 123rd year of Ascendancy at 18:58 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Zznie the Thalore Brawler level 37
45th Regrowth 123rd year of Ascendancy at 08:19 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Zznie the Thalore Brawler level 35
42nd Regrowth 123rd year of Ascendancy at 01:54 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Zznie the Thalore Brawler level 14
10th Dusk 122nd year of Ascendancy at 20:43 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Zznie the Thalore Brawler level 35
42nd Regrowth 123rd year of Ascendancy at 14:05 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Zznie the Thalore Brawler level 19
58th Haze 122nd year of Ascendancy at 12:13 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zznie the Thalore Brawler level 24
8th Decay 122nd year of Ascendancy at 00:25 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Zznie the Thalore Brawler level 32
27th Regrowth 123rd year of Ascendancy at 07:41 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zznie the Thalore Brawler level 20
62nd Haze 122nd year of Ascendancy at 15:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zznie the Thalore Brawler level 39
49th Regrowth 123rd year of Ascendancy at 21:23 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Zznie the Thalore Brawler level 41
72nd Regrowth 123rd year of Ascendancy at 03:17 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Zznie the Thalore Brawler level 10
5th Mirth 122nd year of Ascendancy at 15:08 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Zznie the Thalore Brawler level 20
60th Haze 122nd year of Ascendancy at 19:29 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Zznie the Thalore Brawler level 30
17th Regrowth 123rd year of Ascendancy at 20:35 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Zznie the Thalore Brawler level 40
59th Regrowth 123rd year of Ascendancy at 07:05 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Zznie the Thalore Brawler level 29
7th Regrowth 123rd year of Ascendancy at 15:57 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Zznie the Thalore Brawler level 29
8th Allure 123rd year of Ascendancy at 14:31 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Zznie the Thalore Brawler level 36
42nd Regrowth 123rd year of Ascendancy at 18:02 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Zznie the Thalore Brawler level 36
42nd Regrowth 123rd year of Ascendancy at 17:56 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Zznie the Thalore Brawler level 5
79th Pyre 122nd year of Ascendancy at 10:27 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Zznie the Thalore Brawler level 40
66th Regrowth 123rd year of Ascendancy at 06:02 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Zznie the Thalore Brawler level 27
5th Allure 123rd year of Ascendancy at 18:37 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Zznie the Thalore Brawler level 18
55th Haze 122nd year of Ascendancy at 08:47 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Zznie the Thalore Brawler level 32
28th Regrowth 123rd year of Ascendancy at 06:48 see stats
Log
You gain 3.75 gold from the transmogrification of acidic voratun mace of torment (46-65 power, 6 apr).
You gain 5.72 gold from the transmogrification of swiftstrike dragonbone longbow of cold.
You gain 2.45 gold from the transmogrification of acidic voratun greatsword of massacre (74-118 power, 4 apr).
You gain 9.83 gold from the transmogrification of truestriking stralite greatmaul of evisceration (54-82 power, 3 apr).
You gain 9.90 gold from the transmogrification of warbringer's voratun battleaxe of dampening (56-84 power, 4 apr).
You gain 0.50 gold from the transmogrification of stralite ring.
You gain 2.05 gold from the transmogrification of voratun amulet of perfection (0.40 Technique / Conditioning,0.40 Technique / Unarmed discipline).
You gain 25.00 gold from the transmogrification of stralite amulet 'Oakwinnow'.
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 38; blocks 2; dur 4; cd 12).
You gain 1.58 gold from the transmogrification of acid wave rune (damage 119; dur 4; cd 18).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (res 37%; physical; dur 3; cd 15).
You gain 1.03 gold from the transmogrification of regeneration infusion (heal 177; 13 cd).
There is a Entrance to some ancient elven ruins 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...
Today is the 45th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 46th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 47th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Saving done.
Today is the 48th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap 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.

















































































