Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Constitution based stamina, and other stamina buffs 1.0.1Constitution boosts max stamina as well as marginally improving stamina and life regen rate (2/turn when Con = 100) Also Quick Recovery is boosted* to gain 0.75 per stat point rather than 0.5.
Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Haunted class 1.1.5Haunted: an unarmed hate-based warrior No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level New Gem Types 1.1.6Adds 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! Inventory Keys 1.0.6Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.1.6This 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. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.1.2Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turtle race 1.1.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Marson's UI Modifications 1.1.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Marson's Speedfix 1.1.5
Parts of this addon were merged into v1.2.0 Hand armor can slow down unarmed attack speed, but it is also having an impact on talents in the "Technique" category as well, slowing them by about 20%. This addon will update the speed of talents to use shield speed for shield skills, main weapon speed for all others, and if unarmed, it will use the default single-turn energy expendature of other talents not already in the Spell, Mind, or Summon categories. Talents not in the Technique category, but also modified: Inventory Sort Order 1.0.6Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | EarthTurtle |
Class | Adventurer |
Level / Exp | 67 / 35% |
Size | medium |
Lifes / Deaths | Killed by mega turtle at level 50 on the 74th Regrowth 123rd year of Ascendancy at 03:49 3 / 4Killed by Mayymina the orc berserker at level 50 on the 3rd Pyre 124th year of Ascendancy at 15:14 Killed by Siluriminne the naga tide huntress at level 60 on the 64th Pyre 124th year of Ascendancy at 02:58 Killed by Poramitha the orc necromancer at level 65 on the 64th Pyre 124th year of Ascendancy at 22:25 |
Primary Stats
Strength | 154.78224516588 (base 65) |
Dexterity | 100 (base 60) |
Constitution | 115 (base 73) |
Magic | 133.24597734679 (base 65) |
Willpower | 93 (base 65) |
Cunning | 92 (base 75) |
Resources
Hate | 51/60 |
Mana | 741/741 |
Psi | 113/113 |
Vim | 246/246 |
Life | 6479/6479 |
Paradox | 308 |
Stamina | 358/358 |
Equilibrium | 115 |
Healing Factor | 1.1577115443532 |
Regeneration | 291.80119475422 |
Speed
Mental | +24.94889568422% |
Attack | +20% |
Movement | +3075% |
Spell | +34.94889568422% |
Global | +66% |
Vision
Sight | 10 |
Lite | -982 |
Infravision | 13 |
See Stealth | 117.74739696385 |
See Invisible | 118.03611209803 |
Stealth | 66.894304582792 |
Offense: Mainhand
Damage | 209 |
Accuracy | 108 |
Crit Chance | 102% |
APR | 33 |
Speed | 0.80 |
Offense: Offhand
Damage | 180 |
Accuracy | 108 |
Crit Chance | 102% |
APR | 33 |
Speed | 0.80 |
Offense: Spell
Spellpower | 107.03272832169 |
Crit Chance | 100% |
Speed | 0.74102125469778 |
Offense: Mind
Mindpower | 59.633333333333 |
Crit Chance | 44% |
Speed | 0.83333333333333 |
Offense: Damage Bonus
Acid | +524% |
Blight | +651% |
Physical | +174% |
All | +107% |
Darkness | +235% |
Light | +83% |
Temporal | +132% |
Fire | +155% |
Lightning | +134% |
Offense: Damage Penetration
Acid | +45% |
Blight | +140% |
Physical | +91% |
Cold | +35% |
All | +15% |
Darkness | +97% |
Temporal | +65% |
Mind | +30% |
Fire | +45% |
Lightning | +30% |
Defense: Base
Armour (hardiness) | 121.89662850776 (75.732245165882%) |
Defense | 113.61762171572 |
Ranged Defense | 119.74972178762 |
Fatigue | 0 |
Physical Save | 155.91485979653 |
Spell Save | 151.01813418265 |
Mental Save | 145.83063657052 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 66%( 70%) |
Physical | + 70%( 70%) |
Mind | + 60%( 70%) |
All | + 53%( 70%) |
Darkness | + 70%( 70%) |
Light | + 68%( 70%) |
Temporal | + 90%( 90%) |
Fire | + 70%( 70%) |
Lightning | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Poison Resistance | 54% |
Blind Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 54% |
Teleport Resistance | 80% |
Pinning Resistance | 20% |
Disarm Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 36% for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 925 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1040 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 926 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1512% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Paradox | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Grip | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Blight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Tactical | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 6/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Inanimation | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Absorption | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Chronomancy / Temporal thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Twisted fate | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Living paradox | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mental discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Staff combat | 1.20 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Earthturtle | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Defensive Posture |
talent | Lacerating Strikes |
talent | Weapon Folding |
talent | Precision |
talent | Precise Strikes |
talent | Premonition |
talent | Arcane Feed |
talent | Wild Growth |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Entropic Field |
talent | Blood Fury |
talent | Ruin |
talent | Strength of Purpose |
talent | Stealth |
talent | Dark Ritual |
talent | Mitosis |
talent | Charged Shield |
talent | Willful Tormenter |
talent | Power Armour |
talent | Call Shadows |
talent | Magnetize |
talent | Time Shock |
talent | Paradox Armour |
talent | Shadow Feed |
talent | Beyond the Flesh |
talent | Feather Wind |
talent | Overkill |
talent | Cleave |
talent | Quintessence |
talent | Daunting Presence |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Quantum Feed |
talent | Shadow Decoy |
talent | Spacetime Tuning |
talent | Shock Hands |
talent | Keen Senses |
beneficial effect | The target is walking on an icy floor. Increasing movement speed by 20%, providing +20% cold damage piercing and -30% stun immunity. Icy Floor |
beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. You have slain Rex. His staff will be of great use. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by thought-forged warrior. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by Layolelaith the rattlesnake. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the lost anorithil from death by Xanudakira the giant blue ant. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Sthabuth the dolleg. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Betebretta the large brown snake. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by disarming trap. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Glorysera the grave wight. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by wrabhit. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Polonn the ghoul. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 10814. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Awakened Staff of Absorption (60-72 power, 60 apr, blight damage) Awakened Staff of Absorption (60-72 power, 60 apr, blight damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% fire / +30% blight / +30% darkness / +30% acid Changes damage: +60% fire / +60% blight / +60% darkness / +60% acid Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. Maximum positive energy: +50.00 Maximum negative energy: +50.00 It can be used to absorb energies, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Quiver | 900 alchemist agate 900 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 out of 30/30. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 342.92 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Light source | Porana the Galebone Porana the GaleboneCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when the wearer hits(melee): 4 lightning / 2 blight Damage when the wearer is hit: 28 lightning Changes resistances penetration: +5% darkness / +20% blight / +10% lightning / +15% all Changes damage: +12% blight / +9% lightning / +6% darkness Blindness immunity: +49% Confusion immunity: +30% Light radius: +17 See stealth: +24 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Xanadhenor (8 def, 14 armour) Xanadhenor (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 Armour: +14 Defense: +8 Fatigue: +5% Changes stats: +7 Str / +10 Dex / +7 Wil Changes resistances: +18% physical / +22% darkness / +7% all Physical save: +30 Silence immunity: +15% Disarm immunity: +15% Knockback immunity: +15% Teleport immunity: +20% Infravision radius: +8 Defense after a teleport: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Murkvein (0 def, 14 armour) Murkvein (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +6 Cun / +6 Con Damage when the wearer is hit: 4 mind Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +15% mind / +32% darkness / +20% temporal Physical save: +22 Mental save: +23 Mental crit. chance: +3% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Life regen bonus (wilder-summons): +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -10% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -20% Combat speed: +20% Casting speed: +20% Mental speed: +20% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | Emelaba the Ebonykarma Emelaba the EbonykarmaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 Changes stats: +6 Con Damage when the wearer hits(melee): 6 temporal Damage when the wearer is hit: 8 temporal Changes resistances penetration: +5% darkness / +14% physical Changes damage: +9% blight Spell save: +20 Maximum stamina: +38.00 Spellpower: +11 Mindpower: +15 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 56% chance to deal another, similar, blow for 8 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
On fingers | Beoroddandil the voratun ring Beoroddandil the voratun ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +8 Damage when the wearer hits(melee): 11 physical / 12 blinding / 12 lightning Damage when the wearer is hit: 11 physical / 7 blinding / 11 lightning Changes resistances: +34% darkness Changes damage: +17% darkness Allows you to breathe in: water Life regen: +1.70 Maximum life: +69.00 Infravision radius: +1 Healing mod.: +30% Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +22 Changes resistances: +5% all Changes damage: +10% all Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +10% Amulets can have magical properties. |
In main hand | Galorador the Dimtrencher (42-50.4 power, 6 apr, blight damage) Galorador the Dimtrencher (42-50.4 power, 6 apr, blight damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 20% mind When wielded/worn: Accuracy: +15 Physical crit. chance: +7.0% Physical power: +15 Damage when the wearer hits(melee): 18 silence Damage when the wearer is hit: 12 darkness Changes resistances: +15% mind Changes resistances penetration: +10% darkness Changes damage: +42% blight / +15% darkness / -12% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.40 Spellpower: +51 Spell crit. chance: +25% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 27 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Around waist | drakeskin leather belt 'Stormwild' drakeskin leather belt 'Stormwild'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +35 Damage when the wearer is hit: 8 lightning Changes resistances penetration: +5% lightning / +17% physical Changes damage: +25% physical Stealth bonus: +14 Physical save: +23 Psi when firing a critical mind attack: +1.00 Mindpower: +2 Mental crit. chance: +5% Life regen bonus (wilder-summons): +3.00 A belt that goes around your waist. |
In off hand | Shimmercutter the dragonbone starstaff (54-64.8 power, 6 apr, blight damage) Shimmercutter the dragonbone starstaff (54-64.8 power, 6 apr, blight damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 54.0 - 64.8 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 blight Damage conversion: 40% lightning When wielded/worn: Accuracy: +28 Physical crit. chance: +19.0% Physical power: +30 Damage when the wearer hits(melee): 35 silence Changes resistances: +27% blight / +6% lightning / -12% light Changes resistances penetration: +25% blight Changes damage: +54% blight / -24% light Talent granted: +1 Command Staff Critical mult.: +38.00% Spellpower: +35 Spell crit. chance: +25% Staves designed for wielders of magic, by the greats of the art. |
Cloak | Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 Spell save: +20 Mental save: +20 Confusion immunity: +40% Spellpower: +8 It can be used to activate talent See the Threads (costing 45 power out of 50/50) : Effective talent level: 1.1 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. This spell takes no time to cast. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Main armor | Warping Vest (diamond) (30 def, 22 armour) Warping Vest (diamond) (30 def, 22 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +22 Defense: +30 Changes resistances: +5% all / +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 36 power out of 50/50) : Effective talent level: 4.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (68) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
Inventory
Antimagic Wyrm Bile Extract =noooooo= Antimagic Wyrm Bile Extract =noooooo=Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Orb of Many Ways =qq= Orb of Many Ways =qq=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Exiler =temporal= Exiler =temporal=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Time Travel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Maj'Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Omniscience (7 def, 0 armour) =r mind= Omniscience (7 def, 0 armour) =r mind=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area, costing 27 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 6 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
22 diamond =imbue= 22 diamond =imbue=0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death =carry= Pearl of Life and Death =carry=Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
226 alchemist agate 226 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
The Bladed Rift =bleed= The Bladed Rift =bleed=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 23 power out of 25/25) : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) =carry= Dragon Orb (Orb of Command) =carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) =carry= Elemental Orb (Orb of Command) =carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) =carry= Orb of Destruction (Orb of Command) =carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways =qq= Orb of Many Ways =qq=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) =carry= Orb of Undeath (Orb of Command) =carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb =id= Scrying Orb =id=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest =mog= Transmogrification Chest =mog=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Rod of Recall (2/2) =recall= Rod of Recall (2/2) =recall=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
voratun torque of psychoportation 'Nimbusobsidian' [power 41] (19 cooldown) =port= voratun torque of psychoportation 'Nimbusobsidian' [power 41] (19 cooldown) =port=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +3 Damage when the wearer hits(melee): 8 lightning Changes resistances penetration: +5% lightning Changes damage: +3% physical Physical save: +6 Life regen: +0.20 It can be used to teleport randomly (rad 41), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By wrabhit the EarthTurtle Adventurer level 50
3rd Pyre 123rd year of Ascendancy at 05:11 see stats
By wrabhit the EarthTurtle Adventurer level 50
13rd Regrowth 124th year of Ascendancy at 20:10 see stats
By wrabhit the EarthTurtle Adventurer level 50
1st Pyre 123rd year of Ascendancy at 13:38 see stats
By wrabhit the EarthTurtle Adventurer level 50
51st Dusk 123rd year of Ascendancy at 00:59 see stats
By wrabhit the EarthTurtle Adventurer level 50
33rd Haze 123rd year of Ascendancy at 16:33 see stats
By wrabhit the EarthTurtle Adventurer level 50
22nd Pyre 124th year of Ascendancy at 11:17 see stats
By wrabhit the EarthTurtle Adventurer level 50
21st Regrowth 124th year of Ascendancy at 05:58 see stats
By wrabhit the EarthTurtle Adventurer level 50
49th Dusk 123rd year of Ascendancy at 19:36 see stats
By wrabhit the EarthTurtle Adventurer level 50
79th Regrowth 123rd year of Ascendancy at 17:49 see stats
By wrabhit the EarthTurtle Adventurer level 42
1st Wintertide 123rd year of Ascendancy at 01:36 see stats
By wrabhit the EarthTurtle Adventurer level 40
42nd Haze 122nd year of Ascendancy at 01:54 see stats
By wrabhit the EarthTurtle Adventurer level 50
60th Pyre 123rd year of Ascendancy at 04:20 see stats
By wrabhit the EarthTurtle Adventurer level 30
58th Dusk 122nd year of Ascendancy at 09:16 see stats
By wrabhit the EarthTurtle Adventurer level 52
63rd Pyre 124th year of Ascendancy at 00:37 see stats
By wrabhit the EarthTurtle Adventurer level 50
4th Pyre 124th year of Ascendancy at 13:49 see stats
By wrabhit the EarthTurtle Adventurer level 29
53rd Dusk 122nd year of Ascendancy at 17:34 see stats
By wrabhit the EarthTurtle Adventurer level 50
61st Regrowth 123rd year of Ascendancy at 11:47 see stats
By wrabhit the EarthTurtle Adventurer level 22
37th Dusk 122nd year of Ascendancy at 17:47 see stats
By wrabhit the EarthTurtle Adventurer level 50
1st Time of Balance 124th year of Ascendancy at 20:05 see stats
By wrabhit the EarthTurtle Adventurer level 50
25th Haze 123rd year of Ascendancy at 09:55 see stats
By wrabhit the EarthTurtle Adventurer level 50
50th Pyre 123rd year of Ascendancy at 03:09 see stats
By wrabhit the EarthTurtle Adventurer level 50
33rd Haze 123rd year of Ascendancy at 17:17 see stats
By wrabhit the EarthTurtle Adventurer level 61
64th Pyre 124th year of Ascendancy at 08:54 see stats
By wrabhit the EarthTurtle Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 11:11 see stats
By wrabhit the EarthTurtle Adventurer level 20
36th Dusk 122nd year of Ascendancy at 14:11 see stats
By wrabhit the EarthTurtle Adventurer level 30
55th Dusk 122nd year of Ascendancy at 13:41 see stats
By wrabhit the EarthTurtle Adventurer level 40
63rd Dusk 122nd year of Ascendancy at 22:39 see stats
By wrabhit the EarthTurtle Adventurer level 50
8th Regrowth 123rd year of Ascendancy at 05:54 see stats
By wrabhit the EarthTurtle Adventurer level 50
55th Pyre 123rd year of Ascendancy at 03:06 see stats
By wrabhit the EarthTurtle Adventurer level 50
68th Regrowth 124th year of Ascendancy at 07:20 see stats
By wrabhit the EarthTurtle Adventurer level 50
61st Regrowth 123rd year of Ascendancy at 14:41 see stats
By wrabhit the EarthTurtle Adventurer level 50
62nd Regrowth 124th year of Ascendancy at 07:39 see stats
By wrabhit the EarthTurtle Adventurer level 40
1st Haze 122nd year of Ascendancy at 00:44 see stats
By wrabhit the EarthTurtle Adventurer level 40
64th Dusk 122nd year of Ascendancy at 03:18 see stats
By wrabhit the EarthTurtle Adventurer level 42
1st Wintertide 123rd year of Ascendancy at 01:59 see stats
By wrabhit the EarthTurtle Adventurer level 35
61st Dusk 122nd year of Ascendancy at 12:09 see stats
By wrabhit the EarthTurtle Adventurer level 50
74th Regrowth 123rd year of Ascendancy at 17:44 see stats
By wrabhit the EarthTurtle Adventurer level 50
60th Pyre 123rd year of Ascendancy at 09:45 see stats
By wrabhit the EarthTurtle Adventurer level 50
4th Pyre 124th year of Ascendancy at 13:47 see stats
By wrabhit the EarthTurtle Adventurer level 50
74th Regrowth 123rd year of Ascendancy at 03:49 see stats
By wrabhit the EarthTurtle Adventurer level 11
3rd Flare 122nd year of Ascendancy at 21:12 see stats
By wrabhit the EarthTurtle Adventurer level 50
13rd Regrowth 124th year of Ascendancy at 20:10 see stats
By wrabhit the EarthTurtle Adventurer level 50
48th Regrowth 123rd year of Ascendancy at 16:53 see stats
By wrabhit the EarthTurtle Adventurer level 50
4th Pyre 124th year of Ascendancy at 13:49 see stats
By wrabhit the EarthTurtle Adventurer level 42
1st Wintertide 123rd year of Ascendancy at 02:15 see stats
By wrabhit the EarthTurtle Adventurer level 45
3rd Regrowth 123rd year of Ascendancy at 16:54 see stats
By wrabhit the EarthTurtle Adventurer level 50
49th Haze 123rd year of Ascendancy at 18:01 see stats
By wrabhit the EarthTurtle Adventurer level 26
42nd Dusk 122nd year of Ascendancy at 12:13 see stats
By wrabhit the EarthTurtle Adventurer level 21
37th Dusk 122nd year of Ascendancy at 11:18 see stats
By wrabhit the EarthTurtle Adventurer level 50
1st Pyre 123rd year of Ascendancy at 07:19 see stats
By wrabhit the EarthTurtle Adventurer level 1
78th Pyre 122nd year of Ascendancy at 16:44 see stats
Log
You gain 5.90 gold from the transmogrification of stralite ritual blade of wizardry (19-24.7 power, 9 apr).
You gain 4.93 gold from the transmogrification of stralite dagger of ruin (31-40.3 power, 9 apr).
You gain 4.93 gold from the transmogrification of stralite dagger of ruin (26-33.8 power, 9 apr).
You gain 5.66 gold from the transmogrification of stralite dagger of nature (28.5-37.05 power, 9 apr).
You gain 4.05 gold from the transmogrification of quick stralite dagger (26.5-34.45 power, 9 apr).
You gain 8.60 gold from the transmogrification of plaguebringer's stralite dagger of shearing (29-37.7 power, 9 apr).
You gain 10.01 gold from the transmogrification of elemental stralite dagger of rage (28-36.4 power, 9 apr).
You gain 10.39 gold from the transmogrification of quick voratun battleaxe of ruin (57-85.5 power, 4 apr).
You gain 10.84 gold from the transmogrification of inquisitor's voratun battleaxe of evisceration (55.5-83.25 power, 4 apr).
You gain 22.05 gold from the transmogrification of Blindzeal (56-84 power, 4 apr).
You gain 6.77 gold from the transmogrification of stralite battleaxe of evisceration (42-63 power, 3 apr).
You gain 7.12 gold from the transmogrification of huntsman's stralite battleaxe of torment (46.5-69.75 power, 3 apr).
You gain 8.00 gold from the transmogrification of flaming stralite battleaxe of evisceration (45-67.5 power, 3 apr).
You gain 7.42 gold from the transmogrification of rogue's voratun ring of warding.
You gain 25.00 gold from the transmogrification of Blindpiercer.
You gain 6.22 gold from the transmogrification of stralite ring of misery.
You gain 23.90 gold from the transmogrification of Elyrivea.
You gain 4.25 gold from the transmogrification of grounding stralite amulet of dexterity (+9).
You gain 1.84 gold from the transmogrification of heat beam rune (431 fire damage).
You gain 2.54 gold from the transmogrification of heat beam rune (785 fire damage).
You gain 2.20 gold from the transmogrification of acid wave rune (1505 acid damage; power 30; dur 3).
You gain 3.00 gold from the transmogrification of phase door rune (range 12; power 38; dur 8).
You gain 2.50 gold from the transmogrification of movement infusion of the titan (1422% speed; 9 turns).
You gain 1.99 gold from the transmogrification of movement infusion (954% speed; 9 turns).
You gain 2.67 gold from the transmogrification of insidious poison infusion (81 nature damage, 61% healing reduction).
You gain 1.93 gold from the transmogrification of regeneration infusion (heal 479 over 5 turns).
Saving done.
Saving done.
Saving game...
Wrabhit deactivates Spacetime Tuning.