












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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! Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: 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.
High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Proper Possession 1.7.0
Frequently Asked Questions: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. 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: Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Bigger Tooltip 1.7.2Bigger Tooltip 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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: 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 | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 65 / 0% |
Size | huge |
Lifes / Deaths | Killed by Xoma the bloated horror at level 31 on the 24th Shortage 122nd year of Ascendancy at 06:13 5 / 2Killed by Ce'Nadavea the poison ooze at level 65 on the 11st Wealth 123rd year of Ascendancy at 02:10 |
Primary Stats
Strength | 192 (base 75) |
Dexterity | 78 (base 64) |
Constitution | 118 (base 75) |
Magic | 113 (base 75) |
Willpower | 104 (base 75) |
Cunning | 106 (base 75) |
Resources
Mana | 949/949 |
Equilibrium | 45 |
Life | 2856/2856 |
Positive | 253/253 |
Stamina | 551/551 |
Healing Factor | 1.6665689275927 |
Regeneration | 13.941982935035 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +34% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 10 |
See Stealth | 93.033322217214 |
See Invisible | 93.033322217214 |
Offense: Mainhand
Damage | 386 |
Accuracy | 79 |
Crit Chance | 65% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 198 |
Accuracy | 79 |
Crit Chance | 61% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 110 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Blight | +59% |
Arcane | +28% |
Mind | +40% |
All | +25% |
Darkness | +35% |
Light | +73% |
Physical | +75% |
Lightning | +45% |
Fire | +63% |
Nature | +28% |
Offense: Damage Penetration
Light | +24% |
Mind | +44% |
Physical | +78% |
Arcane | +24% |
Fire | +24% |
All | +14% |
Defense: Base
Armour (hardiness) | 256.86097395448 (100%) |
Defense | 78 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 115 |
Spell Save | 77 |
Mental Save | 82 |
Defense: Resistances
Acid | + 37%( 75%) |
Arcane | + 33%( 75%) |
Cold | + 52%( 75%) |
All | + 26%( 75%) |
Lightning | + 28%( 75%) |
Light | + 41%( 75%) |
Temporal | + 47%( 75%) |
Mind | + 35%( 75%) |
Physical | + 56%( 75%) |
Fire | + 64%( 75%) |
Darkness | + 39%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 20% |
Confusion Resistance | 61% |
Pinning Resistance | 66% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1075 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1075 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 600% for 10 turns (148 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: 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. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 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 665 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Minerals | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Earthen vines | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Inanimation | 0.80 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Deeprock | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Earthen power | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Generic Talents
Race / Dwarf | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Chants | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Call of the wild | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Prodigies
| 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 | Stone Vines |
talent | Crystalline Focus |
talent | Eldritch Infusion |
talent | Shield Guardian |
talent | Shards |
talent | Chant of Fortress |
talent | Daunting Presence |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2261. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 0.0 Encumbrance T5 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% When used in a prism: Prism damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: offense ------ Damage +3% nature Ignore resists +14% all Ignore Armor +14 When Hit 30 fire defense ------ Resistance +3% lightning +8% temporal +10% cold +5% arcane +14% fire Physical save +6 (+1 eff.) Mind save +6 (+1 eff.) Unlife -20.00 life Life +40.00 Disease Resist +20% Out-of-Phase Defense +17 Out-of-Phase Resistance +18% Out-of-Phase Resilience +30% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Nature/Psionic While equipped: offense ------ Physical Power +20 (+3 eff.) Damage +10% all defense ------ Armor +20 Defense +40 (+8 eff.) Fatigue +10% Physical save +20 (+3 eff.) other ------- Size +1 Rush: Effective talent level: 6.5 Power cost 24 out of 45/45. Range 11 Cooldown: 13 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +10 Str +10 Con offense ------ Damage +10% physical Ignore resists +10% physical defense ------ Physical save +10 (+1 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 other ------- Masteries +0.20 Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 7.2 Power cost 16 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 219.39 physical damage in a radius of 5 each turn for 9 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +4 Cun offense ------ Spellpower +10 (+2 eff.) Mindpower +15 (+2 eff.) Damage +3% arcane Ignore resists +20% mind defense ------ Defense +8 (+2 eff.) Resistance +5% arcane Life Regen +3.00 Stun Resist +23% other ------- Equi when Hit +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +2 Mag offense ------ Spell Crit +3% Mind Crit +3% Move Speed +19% Ignore resists +10% arcane Accuracy +12 (+2 eff.) defense ------ Armor +18 Defense +12 (+3 eff.) Mind save +12 (+2 eff.) Confus Resist +36% other ------- Mana/turn +0.12 Blinding Speed: Puts all charms on 21 cooldown Effective talent level: 3.5 Power cost 21 out of 40/40. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +3 Dex offense ------ On-Hit 13 light 10 darkness Damage +9% acid +10% darkness +5% light When Hit: * 8% chance to reduce damage dealt by 42% * 7% chance to blind defense ------ Armor +6 Defense +8 (+2 eff.) Resistance +18% temporal Max Resistance +5% all Physical save +19 (+3 eff.) Pinning Resist +34% Knockbk Resist +33% other ------- Light +2 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 100% Str Damage Ice Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +15% Damage +20% lightning +18% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Damage Avoidance +8% Affinity +20% lightning Anomaly Control +16 Life +240.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +80.00 Max stamina +44.00 Max hate +17.00 Max psi +33.00 Max vim +36.00 Max positive +31.00 Max negative +38.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 100% Str Damage Light Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% mind +10% light defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 124.84 to 156.05 light damage (based on Willpower and Cunning). Uses 7 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +10 Wil +5 Cun offense ------ Mind Crit +7% Critical power +26.00% Accuracy +12 (+2 eff.) Ignore Armor +13 defense ------ Defense +3 (+1 eff.) Resistance +3% temporal +3% fire +3% darkness +3% physical Spell save +13 (+3 eff.) Stealth +12 Blind Resist +20% Knockbk Resist +10% Teleport Resist +20% other ------- Max mana +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con offense ------ Damage +8% all defense ------ Armor +50 Hardiness +15% Defense +25 (+5 eff.) Fatigue +35% Physical save +45 (+7 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 14 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 21 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +10% physical +15% temporal defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 175.40 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 17 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag, 40% Wil Damage Arcane Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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 105 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 150% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 65% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Spellpower/crit +5 Damage +20% acid +20% darkness +20% blight other ------- Max mana +50.00 Max vim +25.00 The bottom part of Telos's broken staff. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 175% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Crit: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 19 out of 35/35. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 524.68 fire damage, and flames will be left dealing a further 123.54 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash 3 While equipped: offense ------ Physical Power +12 (+2 eff.) Accuracy +20 (+4 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 4.5 Power cost 14 out of 25/25. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Hits the target doing 289% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 182% Range: 1.0x-1.6x Uses 40% Wil, 60% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+8 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. This item has been sent to the Item's Vault. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 161% Range: 1.0x-1.4x Uses 40% Wil, 75% Mag, 80% Str Damage Light Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Physical Crit +10.0% Spell Crit +14% Mind Crit +10% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 521.89 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 19 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 159% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 164% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 40% Wil, 100% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 143% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 80% Wil, 80% Mag Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 109% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Fire Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+3 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+3 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag, 100% Dex Damage Devouring flames Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: offense ------ Critical power +10.00% Spellpower +15 (+3 eff.) Damage +20% blight +20% fire Ignore resists +10% all other ------- See Invis +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag, 100% Dex Damage Devouring flames Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invis +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+6 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 153 to 306 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 180% Range: 1.0x-1.4x Uses 40% Wil, 50% Dex, 50% Mag 70% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane Weapon Damage 161% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Damage Hindering blight Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% While equipped: defense ------ Life Regen -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Arcane A part of set. When used to Attack: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Phys.bleed Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +40 While equipped: offense ------ When Hit 10 phys.bleed defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +6% Damage Reduction +0 all other ------- Talents +2 Block Bone Armour: Effective talent level: 3.5 Power cost 16 out of 50/50. Range melee/personal Cooldown: 16 Travel.spd instantaneous Description: Creates a shield of bones, absorbing 686 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 100% Str Damage Light Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+5 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+4 eff.) Damage +20% physical +20% temporal Ignore resists +20% physical +20% temporal When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 27 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
![]() 9.0 Encumbrance T4 light armor [Unique] Disrupt/Master A part of set. While equipped: defense ------ Armor +20 Hardiness +20% Defense +20 (+4 eff.) Resistance +25% blight +25% fire Spell save +20 (+5 eff.) other ------- Masteries +0.20 Cunning/Trapping This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +4 Con offense ------ Damage +20% arcane defense ------ Armor +30 Defense +20 (+4 eff.) Fatigue +20% Resistance +20% physical Physical save +20 (+3 eff.) Spell save +20 (+5 eff.) other ------- Max mana +40.00 Max stamina +40.00 Size +1 Masteries +0.20 Golem/Fighting +0.20 Golem/Arcane Arcane Pull: Effective talent level: 5.5 Power cost 16 out of 40/40. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 132.26 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it's very old. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+2 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 699.76 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 14 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Physical Power +12 (+2 eff.) Spellpower +41 (+8 eff.) Damage +9% all When Hit 34 darkness defense ------ Armor +50 Defense +40 (+8 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+5 eff.) Spell save +35 (+8 eff.) Life +270.00 Life Regen +10.00 Healmod +50% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +35 Defense +25 (+5 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+2 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +8 Con offense ------ Physical Crit +12.0% Spell Crit +11% Mind Crit +14% Critical power +9.00% defense ------ Armor +16 Hardiness +10% Fatigue +5% Resistance +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 4.5 Power cost 14 out of 25/25. Range 3 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Dex +8 Wil +11 Cun +16 Con defense ------ Armor +12 Defense +7 (+2 eff.) Fatigue +5% Resistance +6% blight +6% all Physical save +11 (+2 eff.) Mind save +14 (+3 eff.) other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Lck +5 Wil offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +5% defense ------ Armor +27 Fatigue +5% Resistance +10% blight +5% all Mind save +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Acid When used in a prism: Equilibrium reduced 10 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stun Resist +40% Item imbue powers: Stun Resist +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness When used in a prism: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Damage +6% all Defense +20 (+4 eff.) Item imbue powers: Damage +6% all Defense +20 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature When used in a prism: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Combat Speed +6% Spell Speed +6% Mind Speed +6% Item imbue powers: Combat Speed +6% Spell Speed +6% Mind Speed +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire When used in a prism: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 geode 4 geode0.0 Encumbrance T3 stone gem [Normal] While equipped: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Mind When used in a prism: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
10 sugilite 10 sugilite0.0 Encumbrance T3 violet gem [Normal] While equipped: Critical power +6.00% Ignore resists +6% all Item imbue powers: Critical power +6.00% Ignore resists +6% all When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Acid When used in a prism: Equilibrium reduced 15 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Armor +12 Resistance +3% all Item imbue powers: Armor +12 Resistance +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold When used in a prism: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
8 tiger's eye 8 tiger's eye0.0 Encumbrance T3 yellow gem [Normal] While equipped: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Item imbue powers: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 obsidian 9 obsidian0.0 Encumbrance T4 black gem [Normal] While equipped: Stun Resist +50% Item imbue powers: Stun Resist +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness When used in a prism: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning When used in a prism: Prism damage +20% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Damage +8% all Defense +25 (+5 eff.) Item imbue powers: Damage +8% all Defense +25 (+5 eff.) When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Nature When used in a prism: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Combat Speed +8% Spell Speed +8% Mind Speed +8% Item imbue powers: Combat Speed +8% Spell Speed +8% Mind Speed +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire When used in a prism: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.0 Encumbrance T4 stone gem [Normal] While equipped: Life Regen +2.00 Healmod +10% Stamina/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: Life Regen +2.00 Healmod +10% Stamina/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
10 kunzite 10 kunzite0.0 Encumbrance T4 violet gem [Normal] While equipped: Critical power +8.00% Ignore resists +8% all Item imbue powers: Critical power +8.00% Ignore resists +8% all When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Acid When used in a prism: Equilibrium reduced 15 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 white gem [Normal] While equipped: Armor +16 Resistance +4% all Item imbue powers: Armor +16 Resistance +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold When used in a prism: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Item imbue powers: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light When used in a prism: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
19 black pearl 19 black pearl0.0 Encumbrance T5 black gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 blue 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning When used in a prism: Prism damage +25% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 green gem [Normal] While equipped: Damage +10% all Defense +30 (+6 eff.) Item imbue powers: Damage +10% all Defense +30 (+6 eff.) When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Nature When used in a prism: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Combat Speed +10% Spell Speed +10% Mind Speed +10% Item imbue powers: Combat Speed +10% Spell Speed +10% Mind Speed +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire When used in a prism: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
25 enormous geode 25 enormous geode0.0 Encumbrance T5 stone gem [Normal] While equipped: Life Regen +2.50 Healmod +10% Stamina/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: Life Regen +2.50 Healmod +10% Stamina/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
23 tanzanite 23 tanzanite0.0 Encumbrance T5 violet gem [Normal] While equipped: Critical power +10.00% Ignore resists +10% all Item imbue powers: Critical power +10.00% Ignore resists +10% all When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Acid When used in a prism: Equilibrium reduced 15 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +22 Resistance +5% all Item imbue powers: Armor +22 Resistance +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold When used in a prism: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 yellow gem [Normal] While equipped: Physical Crit +10.0% Spell Crit +10% Mind Crit +10% Item imbue powers: Physical Crit +10.0% Spell Crit +10% Mind Crit +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. This item has been sent to the Item's Vault. |
![]() 0.0 Encumbrance T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
16 alchemist tiny geode 16 alchemist tiny geode0.0 Encumbrance T1 stone alchemist-gem [Normal] When used as an alchemist bomb: Additional 10 physical damage When used in a prism: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Additional 90 fire burn damage When used in a prism: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance 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 Encumbrance 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. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Port the Dwarf Stone Warden level 26
13rd Shortage 122nd year of Ascendancy at 23:16 see stats
By Port the Dwarf Stone Warden level 46
14th Steel 123rd year of Ascendancy at 20:27 see stats
By Port the Dwarf Stone Warden level 24
18th Loss 122nd year of Ascendancy at 01:25 see stats
By Port the Dwarf Stone Warden level 48
29th Voratun 123rd year of Ascendancy at 04:48 see stats
By Port the Dwarf Stone Warden level 35
14th Iron 123rd year of Ascendancy at 11:32 see stats
By Port the Dwarf Stone Warden level 30
22nd Shortage 122nd year of Ascendancy at 07:05 see stats
By Port the Dwarf Stone Warden level 54
9th Profit 123rd year of Ascendancy at 20:22 see stats
By Port the Dwarf Stone Warden level 29
19th Shortage 122nd year of Ascendancy at 12:41 see stats
By Port the Dwarf Stone Warden level 48
13rd Voratun 123rd year of Ascendancy at 23:46 see stats
By Port the Dwarf Stone Warden level 40
26th Iron 123rd year of Ascendancy at 05:10 see stats
By Port the Dwarf Stone Warden level 65
26th Profit 123rd year of Ascendancy at 13:46 see stats
By Port the Dwarf Stone Warden level 18
7th Loss 122nd year of Ascendancy at 11:51 see stats
By Port the Dwarf Stone Warden level 26
30th Loss 122nd year of Ascendancy at 06:56 see stats
By Port the Dwarf Stone Warden level 42
31st Iron 123rd year of Ascendancy at 09:54 see stats
By Port the Dwarf Stone Warden level 49
30th Voratun 123rd year of Ascendancy at 01:55 see stats
By Port the Dwarf Stone Warden level 26
13rd Shortage 122nd year of Ascendancy at 12:08 see stats
By Port the Dwarf Stone Warden level 46
12nd Steel 123rd year of Ascendancy at 19:41 see stats
By Port the Dwarf Stone Warden level 10
30th Dearth 122nd year of Ascendancy at 15:37 see stats
By Port the Dwarf Stone Warden level 20
12nd Loss 122nd year of Ascendancy at 03:11 see stats
By Port the Dwarf Stone Warden level 30
20th Shortage 122nd year of Ascendancy at 00:21 see stats
By Port the Dwarf Stone Warden level 40
23rd Iron 123rd year of Ascendancy at 11:25 see stats
By Port the Dwarf Stone Warden level 50
31st Voratun 123rd year of Ascendancy at 23:32 see stats
By Port the Dwarf Stone Warden level 48
12nd Voratun 123rd year of Ascendancy at 14:41 see stats
By Port the Dwarf Stone Warden level 65
9th Wealth 123rd year of Ascendancy at 00:05 see stats
By Port the Dwarf Stone Warden level 46
13rd Steel 123rd year of Ascendancy at 19:36 see stats
By Port the Dwarf Stone Warden level 44
6th Steel 123rd year of Ascendancy at 18:46 see stats
By Port the Dwarf Stone Warden level 47
17th Steel 123rd year of Ascendancy at 22:10 see stats
By Port the Dwarf Stone Warden level 26
28th Loss 122nd year of Ascendancy at 18:39 see stats
By Port the Dwarf Stone Warden level 25
27th Loss 122nd year of Ascendancy at 13:13 see stats
By Port the Dwarf Stone Warden level 29
20th Shortage 122nd year of Ascendancy at 00:16 see stats
By Port the Dwarf Stone Warden level 48
11st Voratun 123rd year of Ascendancy at 09:56 see stats
By Port the Dwarf Stone Warden level 48
10th Voratun 123rd year of Ascendancy at 07:30 see stats
By Port the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 11:19 see stats
By Port the Dwarf Stone Warden level 61
26th Profit 123rd year of Ascendancy at 13:45 see stats
By Port the Dwarf Stone Warden level 37
18th Iron 123rd year of Ascendancy at 23:31 see stats
By Port the Dwarf Stone Warden level 65
26th Profit 123rd year of Ascendancy at 13:46 see stats
By Port the Dwarf Stone Warden level 33
6th Iron 123rd year of Ascendancy at 20:25 see stats
By Port the Dwarf Stone Warden level 9
26th Dearth 122nd year of Ascendancy at 08:33 see stats
By Port the Dwarf Stone Warden level 32
27th Shortage 122nd year of Ascendancy at 13:26 see stats
By Port the Dwarf Stone Warden level 27
15th Shortage 122nd year of Ascendancy at 09:48 see stats
By Port the Dwarf Stone Warden level 17
5th Loss 122nd year of Ascendancy at 12:38 see stats
By Port the Dwarf Stone Warden level 23
17th Loss 122nd year of Ascendancy at 01:28 see stats
Log
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Interface unlocked, mouse disabled on the map