










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
Godmode Merchant
Infinite Dungeon Merchants***It is recommended that you deactivate 'Infinite Dungeon' Merchants if playing the Spell Merchants version! If you choose to ignore this warning, you will die... alot!*** If you like this addon please consider rating it :) Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 3407% |
Size | medium |
Lifes / Deaths | Killed by Kra'Tor the Gluttonous at level 35 on the 2nd Haze 122nd year of Ascendancy at 11:25 6 / 1 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 72 (base 60) |
Constitution | 65 (base 60) |
Magic | 135 (base 60) |
Willpower | 94 (base 60) |
Cunning | 86 (base 60) |
Resources
Mana | 382/382 |
Vim | 415/415 |
Life | 1500/1500 |
Positive | 326/326 |
Paradox | 300 |
Healing Factor | 1.3541355335884 |
Regeneration | 29.613319156938 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +73.5513362284% |
Spell | 0% |
Global | +137.10958452763% |
Vision
Sight | 15 |
Lite | 10 |
Infravision | 13 |
See Stealth | 112.69706382617 |
See Invisible | 152.02359552865 |
Offense: Mainhand
Damage | 130 |
Accuracy | 46 |
Crit Chance | 47% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 68% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +97% |
Acid | +38% |
Light | +56% |
Darkness | +62% |
Cold | +101% |
Arcane | +56% |
Fire | +77% |
All | +7% |
Offense: Damage Penetration
Lightning | +95% |
Arcane | +80% |
All | +25% |
Defense: Base
Armour (hardiness) | 60.451095771467 (30%) |
Defense | 85 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 62 |
Mental Save | 65 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 64%( 70%) |
All | + 20%( 70%) |
Lightning | + 70%( 70%) |
Light | + 48%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 40%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 25% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 25% |
Blind Resistance | 54% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (562 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1170% for 10 turns (802 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1566 damage for 7 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.66 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Thaumaturgy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.66 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Elemental Discord |
talent | Tempest |
talent | Arcane Power |
talent | Spellcraft |
talent | Pure Aether |
talent | Shielding |
talent | Hurricane |
talent | Thunderstorm |
talent | Multicaster |
talent | Feather Wind |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Roll With It |
talent | Contingency |
talent | Aether Permeation |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Kra'Tor the Gluttonous. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
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 fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 3.5 Pwr.cost 42 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 78.30 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 246 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 12 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +4 Resists +12% arcane Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 Defense +7 (+1 eff.) Phys.save +15 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +7 (+1 eff.) Spell.pwr +32 (+6 eff.) Dmg.mod +30% darkness Acc +10 (+3 eff.) ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 20 light Dmg.mod +18% lightning +18% cold +10% light Melee Ret 4 light ----- def ----- Armour +3 Resists +35% light +12% lightning ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 5.6 Pwr.cost 17 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 355.02 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +31% ---------- misc Masteries +0.16 Spell/Storm +0.16 Spell/Meta Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 4 nature, 4 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +5% light ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +15% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +14% light +15% darkness Blind- +20% ---------- misc Masteries +0.20 Spell/Ice +0.20 Spell/Earth Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+3 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Mag ----- def ----- Spell.save +14 (+4 eff.) Max.HP +39.00 Disarm- +37% Pinning- +41% Knockbk- +37% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.10 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 96/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. 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." |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 41.5 - 58.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +12 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 nature While equipped: dps ---------- Res.pen +11% physical Acc +11 (+3 eff.) Apr +13 One-handed war axes. |
![]() 3.0 T5 arrow ammo [Ego+] Nature/Psionic Power 55.5 - 77.7 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Proj.spd +200% Ranged+ +60 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 271 physical damage * 20% chance to knock the target back 3 spaces and deal 266 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +9% lightning +10% darkness +11% light +11% blight +10% fire +10% cold +15% all Phys.save +17 (+5 eff.) Spell.save +36 (+9 eff.) Mind.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +9 (+2 eff.) Dmg.mod +30% lightning +20% temporal +30% arcane ----- def ----- Resists +45% lightning +15% all ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% HP.reg +5.40 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +21 Defense +5 (+1 eff.) Fatigue +12% Max.HP +43.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% nature +17% blight D.Red.from +13% Unnatural A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +7 Con ----- def ----- Armour +16 Fatigue +32% Resists -15% light +14% fire +10% darkness +8% mind Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +25 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.29 Max.mana +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +9 (+2 eff.) Resists +19% light +17% fire Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Cun +4 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -5% Max.HP +49.00 ---------- misc Stam/turn +0.50 Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Armour +5 Fatigue -3% Phys.save +13 (+4 eff.) ---------- misc Max.enc +47 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 5 acid 3 fire 5 cold 5 lightning ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +6 Mag dps ---------- Mind.pwr +15 (+4 eff.) Res.pen +15% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +6% temporal +5% light +3% fire +5% nature +5% acid +6% blight +5% cold +5% darkness Spell.save +11 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +10% lightning +8% fire +15% arcane +8% cold ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +4 Wil dps ---------- Phys.pwr +15 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +15% lightning Apr +3 ----- def ----- Defense +13 (+2 eff.) Resists +24% lightning +12% temporal Mind.save +14 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 341.6 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 118 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 234 damage on yourself and all friendly characters within 10 spaces for 6 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
Achievements
By Ori the Higher Archmage level 35
73rd Dusk 122nd year of Ascendancy at 14:46 see stats
By Ori the Higher Archmage level 50
73rd Haze 122nd year of Ascendancy at 11:51 see stats
By Ori the Higher Archmage level 34
61st Dusk 122nd year of Ascendancy at 17:39 see stats
By Ori the Higher Archmage level 50
74th Haze 122nd year of Ascendancy at 22:55 see stats
By Ori the Higher Archmage level 39
16th Haze 122nd year of Ascendancy at 09:33 see stats
By Ori the Higher Archmage level 50
24th Regrowth 123rd year of Ascendancy at 02:57 see stats
By Ori the Higher Archmage level 27
49th Dusk 122nd year of Ascendancy at 00:36 see stats
By Ori the Higher Archmage level 37
4th Haze 122nd year of Ascendancy at 10:42 see stats
By Ori the Higher Archmage level 50
62nd Haze 122nd year of Ascendancy at 23:20 see stats
By Ori the Higher Archmage level 50
25th Regrowth 123rd year of Ascendancy at 11:42 see stats
By Ori the Higher Archmage level 24
32nd Dusk 122nd year of Ascendancy at 07:15 see stats
By Ori the Higher Archmage level 23
16th Dusk 122nd year of Ascendancy at 14:43 see stats
By Ori the Higher Archmage level 44
52nd Haze 122nd year of Ascendancy at 12:33 see stats
By Ori the Higher Archmage level 50
1st Regrowth 123rd year of Ascendancy at 11:06 see stats
By Ori the Higher Archmage level 20
5th Flare 122nd year of Ascendancy at 17:22 see stats
By Ori the Higher Archmage level 50
74th Haze 122nd year of Ascendancy at 23:13 see stats
By Ori the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 15:17 see stats
By Ori the Higher Archmage level 20
5th Flare 122nd year of Ascendancy at 14:10 see stats
By Ori the Higher Archmage level 30
56th Dusk 122nd year of Ascendancy at 14:39 see stats
By Ori the Higher Archmage level 40
41st Haze 122nd year of Ascendancy at 20:13 see stats
By Ori the Higher Archmage level 50
62nd Haze 122nd year of Ascendancy at 05:03 see stats
By Ori the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:01 see stats
By Ori the Higher Archmage level 50
73rd Haze 122nd year of Ascendancy at 10:27 see stats
By Ori the Higher Archmage level 50
69th Haze 122nd year of Ascendancy at 04:03 see stats
By Ori the Higher Archmage level 27
43rd Dusk 122nd year of Ascendancy at 03:20 see stats
By Ori the Higher Archmage level 41
42nd Haze 122nd year of Ascendancy at 20:48 see stats
By Ori the Higher Archmage level 16
3rd Summertide 122nd year of Ascendancy at 05:41 see stats
By Ori the Higher Archmage level 38
4th Haze 122nd year of Ascendancy at 13:00 see stats
By Ori the Higher Archmage level 50
25th Regrowth 123rd year of Ascendancy at 11:42 see stats
By Ori the Higher Archmage level 42
43rd Haze 122nd year of Ascendancy at 05:43 see stats
By Ori the Higher Archmage level 50
25th Regrowth 123rd year of Ascendancy at 11:42 see stats
By Ori the Higher Archmage level 35
61st Dusk 122nd year of Ascendancy at 19:44 see stats
By Ori the Higher Archmage level 16
3rd Summertide 122nd year of Ascendancy at 08:14 see stats
By Ori the Higher Archmage level 32
60th Dusk 122nd year of Ascendancy at 05:14 see stats
Log
Ran for 5 turns (stop reason: interesting terrain).
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 699 healing.
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 54 healing from High Sun Paladin Aeryn's healing light area effect.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Today is the 26th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 27th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:30.
Saving done.
You don't see how to get there...
Today is the 28th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:36.
Today is the 29th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Ran for 14 turns (stop reason: hostile spotted to the northwest (ziguranth patrol)).
You don't see how to get there...
The furious lightning storm around Ori calms down and disappears.