








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Sholtar - mannendake's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -2 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic talent point every 3 levels. This thoroughness, unfortunately, also leads to a 40% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Tempus Fugit 1.3.1Time 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 Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 19 / 92% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 9 on the 74th Dusk 122nd year of Ascendancy at 15:24 1 / 4Killed by elven cultist at level 15 on the 51st Haze 122nd year of Ascendancy at 05:51 Killed by elven warrior at level 15 on the 51st Haze 122nd year of Ascendancy at 07:15 Killed by Glorylle the cutpurse at level 18 on the 64th Haze 122nd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 58 (base 47) |
| Cunning | 78 (base 39) |
Resources
| Life | 157/157 |
| Psi | 255/255 |
| Healing Factor | 1.1660311219418 |
| Regeneration | 0.29150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +129.60311142951% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +11% |
| Darkness | +24% |
| Nature | +10% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 15.304309341962 (35%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 38.224 |
| Spell Save | 41.314 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 27%( 70%) |
| Darkness | + 22%( 70%) |
| Nature | + 21%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 14%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 69% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.41 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Thought-Form: Bowman |
| talent | Forge Shield |
| talent | Lucid Dreamer |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+26% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the harried rogue to the recall portal on level 4 of Old Forest. Escort: harried rogue (level 4 of Old Forest)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost soldier (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +8. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed length of troll intestine. * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Soleguard (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Unique] Arcane While equipped: defense ------ Armor +5 Hardiness +5% Fatigue +1% Physical save +5 (+2 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
| Light source | Islona2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun defense ------ Armor +4 Resistance +3% acid Physical save +6 (+2 eff.) Healmod +12% Teleport Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Zerosin' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil +8 Cun +2 Con offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +15% nature A pointy cloth hat, very wizardly... |
| On hands | cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 fire Damage +4% fire Accuracy +11 (+5 eff.) defense ------ Armor +2 Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 10/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | copper amulet of mastery (0.11 Psionic / Solipsism)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Psionic/Solipsism Amulets make your neck look great! |
| In main hand | Falcon's Eye (7-8 power, 15 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 7.0 - 7.7 Mind Uses 30% Wil, 10% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) other ------- Light +1 Infravision +1 Sight +1 Earth's Eyes: Effective talent level: 1.0 Power cost 15 out of 18/18. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
| Around waist | Poruda1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +4 Cun offense ------ Critical power +5.00% Against +18% Summoned When Hit 2 arcane defense ------ Resist Against +15% Summoned other ------- Max mana +40.00 Infravision +1 A belt that goes around your waist. |
| In off hand | Sparkstone Sparkstone1.0 Encumbrance T1 wardstone armor [Unique] Psionic While equipped: offense ------ Damage +10% lightning defense ------ Defense +2 (+1 eff.) Resistance +10% lightning Damage Reduction +1 all Mind save +10 (+3 eff.) Slow Projectiles +10% Stun Resist +10% other ------- Wards +1 lightning Talents +1 Ward Brain Storm: Effective talent level: 1.0 Power cost 24 out of 30/30. Range 3 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 110.1 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
| Cloak | linen cloak 'Darkrupture' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +3% darkness Ignore resists +15% acid +5% fire +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +3% fire Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +11% darkness defense ------ Resistance +16% darkness +7% all Mind save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
vial of green fluid0.0 Encumbrance potion [Plot Item] Nature |
Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
5 nuummite 5 nuummite0.0 Encumbrance T1 black gem [Normal] While equipped: Stun Resist +20% Item imbue powers: Stun Resist +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 agate0.0 Encumbrance T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.0 Encumbrance T1 green gem [Normal] While equipped: Damage +2% all Defense +10 (+5 eff.) Item imbue powers: Damage +2% all Defense +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 red gem [Normal] While equipped: Combat Speed +2% Spell Speed +2% Mind Speed +2% Item imbue powers: Combat Speed +2% Spell Speed +2% Mind Speed +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.0 Encumbrance T1 stone gem [Normal] While equipped: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 violet gem [Normal] While equipped: Critical power +2.00% Ignore resists +2% all Item imbue powers: Critical power +2.00% Ignore resists +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T1 white gem [Normal] While equipped: Armor +5 Resistance +1% all Item imbue powers: Armor +5 Resistance +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 hematite 3 hematite0.0 Encumbrance T2 black gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
malachite malachite0.0 Encumbrance T2 green gem [Normal] While equipped: Damage +4% all Defense +15 (+8 eff.) Item imbue powers: Damage +4% all Defense +15 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.0 Encumbrance T2 red gem [Normal] While equipped: Combat Speed +4% Spell Speed +4% Mind Speed +4% Item imbue powers: Combat Speed +4% Spell Speed +4% Mind Speed +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 Encumbrance T2 stone gem [Normal] While equipped: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Critical power +4.00% Ignore resists +4% all Item imbue powers: Critical power +4.00% Ignore resists +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lviryl the Yeek Solipsist level 14
27th Haze 122nd year of Ascendancy at 06:05 see stats
Exterminator
Killed 1000 creatures.By Lviryl the Yeek Solipsist level 19
74th Haze 122nd year of Ascendancy at 04:27 see stats
Level 10
Got a character to level 10.By Lviryl the Yeek Solipsist level 10
75th Dusk 122nd year of Ascendancy at 06:13 see stats
The Arena
Unlocked Arena mode.By Lviryl the Yeek Solipsist level 9
37th Dusk 122nd year of Ascendancy at 15:58 see stats
The secret city
Discovered the truth about mages.By Lviryl the Yeek Solipsist level 11
78th Dusk 122nd year of Ascendancy at 09:30 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Lviryl the Yeek Solipsist level 18
59th Haze 122nd year of Ascendancy at 00:41 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lviryl wears: Nightsong.
You gain 10.25 gold from the transmogrification of quick ash wand of conjuration [power 125] (10 cooldown).
You gain 8.88 gold from the transmogrification of Ulfodentir the steel plate armour (0 def, 9 armour).
You gain 3.25 gold from the transmogrification of cured leather armour of alacrity (6 def, 4 armour).
You gain 2.82 gold from the transmogrification of balanced steel dagger (12-15 power, 6 apr).
You gain 2.70 gold from the transmogrification of balanced steel dagger (14-18 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel sceptre (14-19 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (14-20 power, 3 apr).
You gain 1.91 gold from the transmogrification of hateful steel longsword (12-18 power, 3 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 1.60 gold from the transmogrification of psionicist's steel ring of fire (+22%).
You gain 1.03 gold from the transmogrification of teleportation rune of the duelist (range 43; cd 15).
You gain 1.84 gold from the transmogrification of shielding rune of the duelist (absorb 170; dur 3; cd 17).
You gain 1.05 gold from the transmogrification of oxygen infusion (stamina 100 over 10 turns).
There is a Tunnel to Maj'Eyal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You don't see how to get there...
Today is the 75th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
You don't see how to get there...















































































