












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Sholtar - mannendake's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -2 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic talent point every 3 levels. This thoroughness, unfortunately, also leads to a 40% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. 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. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wanderer5in1 |
| Level / Exp | 50 / 2087% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 11 on the 33rd Dearth 122nd year of Ascendancy at 04:05 5 / 3Killed by Islurin the cold drake hatchling at level 23 on the 13rd Iron 123rd year of Ascendancy at 21:45 Killed by Gut at level 50 on the 14th Steel 124th year of Ascendancy at 18:53 |
Primary Stats
| Strength | 152 (base 60) |
| Dexterity | 83 (base 35) |
| Constitution | 140 (base 66) |
| Magic | 109 (base 65) |
| Willpower | 73 (base 15) |
| Cunning | 52 (base 11) |
Resources
| Mana | 387/762 |
| Life | 2922/2637 |
| Paradox | 352 |
| Insanity | 0/100 |
| Psi | 192/242 |
| Vim | 346/366 |
| Positive | 172/232 |
| Stamina | 348/482 |
| Equilibrium | 0 |
| Healing Factor | 2.0019957334675 |
| Regeneration | 84.584319739 |
Speed
| Mental | +4.9960036108132E-12% |
| Attack | 0% |
| Movement | +10.000000000002% |
| Spell | +4.9960036108132E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4.0360872141221 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 249 |
| Accuracy | 94 |
| Crit Chance | 57% |
| APR | 71 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 94 |
| Crit Chance | 60% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 44% |
| Speed | 0.99999999999995 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Cold | +27% |
| All | 0% |
| Darkness | +68% |
| Light | +42% |
| Temporal | +8% |
| Physical | +103% |
| Fire | +6% |
| Nature | +39% |
Offense: Damage Penetration
| Cold | +10% |
| Acid | +10% |
| Light | +20% |
| Temporal | +30% |
| Darkness | +19% |
| Physical | +55% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 107.52579847532 (100%) |
| Defense | 93 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 93 |
| Spell Save | 76 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 69%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 48%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 51%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 77% |
| Stun Resistance | 0% |
| Poison Resistance | 45% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 921 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 963% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Chronophage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by stone troll. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2308. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Unbreakable Greaves (8 def, 20 armour)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. |
| Light source | Veloldatta the Flashquench1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con offense ------ Mind Crit +11% Mindpower +11 (+3 eff.) Damage +21% cold +3% fire Ignore resists +10% cold On-Hit (Melee): * 10% chance to slow global speed by 62% defense ------ Resistance +13% blight +15% fire +6% cold Mind save +12 (+3 eff.) Life Regen +16.00 other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Kindlefist the voratun helm (10 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +20 Str +9 Dex +2 Con offense ------ Ignore resists +10% light Accuracy +20 (+4 eff.) When Hit 6 light defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +5% Resistance +1% physical +15% cold +15% fire Unlife -40.00 life Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3306.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)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 | Emaba the dragonbone totem of healing [power 512] (15 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +6 Cun +16 Con offense ------ On-Hit (Melee): * 27% chance to reduce all saves and defense by 34 defense ------ Armor +22 Defense +30 (+6 eff.) Unlife -107.63 life other ------- Infravision +4 Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Radianceslicer0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +10 Dex +7 Wil offense ------ Damage +6% light Ignore resists +10% acid Accuracy +46 (+8 eff.) Ignore Armor +33 On-Hit (Melee): * 24% chance to reduce armor by 41% defense ------ Defense +34 (+7 eff.) Resistance +6% acid Life +39.00 Disarm Resist +42% Pinning Resist +50% Knockbk Resist +40% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Xoldaba the Growspike0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +20 Mag +18 Wil +8 Cun +9 Con offense ------ Spellpower +15 (+4 eff.) Mindpower +12 (+3 eff.) Damage +9% nature defense ------ Crit Resistance 10.00% Physical save +18 (+4 eff.) Spell save +14 (+3 eff.) other ------- Light +2 Rings make your fingers look great! |
| Around neck | voratun amulet 'Adirith'0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +17 Str +18 Dex +9 Mag +17 Wil +9 Cun +10 Con offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Move Speed +10% Damage +8% light +8% temporal +8% darkness +8% physical defense ------ Fatigue -10% Crit Resistance 10.00% Life Regen +5.00 other ------- Stamina/turn +1.30 Amulets make your neck look great! |
| In main hand | Zubudalena the voratun waraxe (54-76 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 54.5 - 76.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 10% chance to reduce armor by 41% On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: Stats +2 Wil +7 Con offense ------ Physical Crit +15.0% Spell Crit +4% Critical power +26.00% Physical Power +15 (+3 eff.) Spellpower/crit +4 Damage +3% arcane Ignore resists +15% physical Ignore Armor +15 defense ------ Disarm Resist +35% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.12 Max vim +30.00 One-handed war axes. |
| Around waist | drakeskin leather belt 'Belykira'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Wil offense ------ Mindpower +12 (+3 eff.) Damage +25% physical Ignore resists +30% temporal +20% physical defense ------ Armor +15 Defense +15 (+3 eff.) Physical save +33 (+7 eff.) Mind save +6 (+1 eff.) Anomaly Control +18 Life +106.00 other ------- Max mana +53.00 Max stamina +57.00 Max hate +20.00 Max psi +79.00 Max vim +40.00 Max positive +35.00 Max negative +36.00 A belt that goes around your waist. |
| In off hand | Ivoleda the Torchrage (52-67 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 51.5 - 67.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +1 Wil offense ------ Physical Crit +12.0% Mind Crit +4% Critical power +10.00% Damage +3% fire +15% physical Ignore resists +10% mind Accuracy +18 (+3 eff.) defense ------ Resistance +3% fire other ------- Psi when Hit +0.08 Sharp, short and deadly. |
| Cloak | Shineserpent (13 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Str +10 Dex +5 Cun offense ------ Damage +3% light +6% cold Ignore resists +10% light Accuracy +9 (+1 eff.) Ignore Armor +10 When Hit 4 light 2 cold defense ------ Defense +13 (+3 eff.) Resistance +40% blight +23% fire +25% light +39% nature Stealth +10 Life Regen +21.00 Healmod +37% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ivyssra (15 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +8 Con offense ------ Spell Crit +10% Mind Crit +5% Critical power +26.46% Spellpower +10 (+3 eff.) Mindpower +9 (+3 eff.) Damage +30% nature +30% physical +25% light +60% darkness Ignore resists +19% darkness +20% physical Accuracy +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 34 defense ------ Defense +15 (+3 eff.) Resistance +6% acid +15% all Physical save +9 (+2 eff.) Unlife -40.00 life Poison Resist +45% Disease Resist +42% other ------- Max stamina +20.00 Max hate +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
stormshield rune of the duelist (threshold 69; blocks 6; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar =reserve=0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
protective voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag offense ------ Spellpower/crit +6 defense ------ Armor +8 Defense +12 (+2 eff.) Max Resistance +6% all Physical save +27 (+6 eff.) other ------- Mana/turn +0.60 Max mana +59.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Ring of the Dead =reserve=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Dayoozer the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun offense ------ Damage +41% light +41% temporal Ignore resists +34% temporal defense ------ Defense +20 (+4 eff.) Resistance +27% light +12% cold Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Rings make your fingers look great! |
pixie's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+4 eff.) defense ------ Mind save +15 (+3 eff.) Confus Resist +37% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 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. 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 200 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." |
Silulle the Skytickler (42-50 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +5% Spellpower +20 (+5 eff.) Mindpower +41 (+11 eff.) Damage +50% lightning +42% fire defense ------ Resistance +27% lightning Crit Resistance 20.40% Spell save +21 (+5 eff.) Life Regen +5.44 Healmod +25% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone magestaff of channeling (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +32 (+8 eff.) Damage +30% fire defense ------ Armor +8 Hardiness +12% Physical save +12 (+3 eff.) other ------- Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
acidic voratun greatmaul of massacre (92-139 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 92.5 - 138.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed mauls. |
balanced voratun greatsword of rage (62-100 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +16 Str offense ------ Damage +20% physical Accuracy +56 (+10 eff.) defense ------ Defense +21 (+4 eff.) Disarm Resist +70% Massive two-handed swords. |
plaguebringer's voratun greatsword of corruption (65-104 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Arcane Weapon Damage 65.0 - 104.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +28 blight On Hit: 20% Curse of Death level 5 On Hit: 20% Epidemic level 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 31 While equipped: defense ------ Disease Resist +45% Massive two-handed swords. |
blazebringer's voratun longsword of ruin (42-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +90 fire While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Global Speed +10% Ignore resists +25% fire Ignore Armor +15 Sharp, long, and deadly. |
voratun longsword 'Venomsage' (42-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +12 light On-Hit, radius 1 +12 darkness On-crit, radius 2 +8 nature While equipped: offense ------ Damage +33% nature Accuracy +13 (+2 eff.) On-Hit (Melee): * 27% chance to reduce all saves and defense by 34 defense ------ Defense +15 (+3 eff.) Resistance +21% light +12% mind +21% nature Disarm Resist +50% other ------- Light +4 Sharp, long, and deadly. |
truestriking voratun mace (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +25 (+5 eff.) Ignore Armor +14 Blunt and deadly. |
quick voratun dagger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +23 (+4 eff.) Sharp, short and deadly. |
protector's living mindstar of gales (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +16% lightning +16% cold +16% physical defense ------ Defense +36 (+7 eff.) Resistance +6% all Pinning Resist +40% other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +20 Str +20 Dex +20 Mag +20 Wil +20 Cun +15 Con offense ------ Ignore resists +23% all Accuracy +38 (+7 eff.) Ignore Armor +23 Longbows are used to shoot arrows at your foes. |
voratun shield of shrapnel (0 def, 10 armour, 66-80 power, 214.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Master When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +214 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Sepsissaw (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag offense ------ Damage +12% fire +30% physical +42% nature +30% temporal Ignore resists +10% temporal +20% nature +13% physical On-Hit (Melee): * 10% chance to slow global speed by 62% defense ------ Resistance +19% darkness +17% mind +54% nature +15% all Physical save +19 (+4 eff.) Spell save +18 (+4 eff.) Mind save +32 (+7 eff.) Anomaly Control +16 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Urthyrion the Eclipsevein (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: offense ------ Damage +18% darkness +21% temporal Ignore resists +34% blight When Hit 14 light On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 31 defense ------ Resistance +12% lightning +39% darkness +12% cold +30% blight +24% fire +24% light +15% all Physical save +16 (+4 eff.) Spell save +40 (+9 eff.) Mind save +20 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of corrosion (+45%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +30% acid defense ------ Resistance +45% acid +15% all Mind save +28 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant voratun plate armour of lightning resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: Stats +5 Wil defense ------ Armor +16 Fatigue +22% Resistance +30% blight +30% darkness +30% lightning other ------- Light +2 A suit of armour made of metal plates. |
noble's rough leather belt of unlife =Breath=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +5% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego+] Arcane While equipped: Stats +11 Mag +11 Wil offense ------ Spell Crit +6% defense ------ Resistance +13% light +15% darkness A belt that goes around your waist. |
noble's drakeskin leather belt1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: Stats +8 Cun +8 Wil offense ------ Against +44% Summoned defense ------ Resist Against +45% Summoned A belt that goes around your waist. |
Magmakin the elven-silk cloak (3 def, 14 armour) =ignore phys pen=2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +11 Str +4 Con offense ------ Physical Crit +8.0% Critical power +26.46% Damage +21% physical Ignore resists +33% physical defense ------ Armor +14 Defense +3 (+1 eff.) Resistance +12% fire Physical save +21 (+5 eff.) Unlife -80.00 life other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Mag defense ------ Armor +5 Resistance +15% fire +15% cold other ------- Spell cooldown 10% A pair of boots made of leather. |
pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +5 Fatigue +4% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 7 Cooldown: 27 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
augmenting elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +6 (+2 eff.) Damage +15% acid +15% lightning +15% cold +14% arcane +14% fire defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
thaloren drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +10 Wil defense ------ Armor +5 Fatigue +5% Resistance +10% blight Mind save +15 (+3 eff.) A cap made of leather. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
1265 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
77 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
ethereal dwarven lantern of the sun0.0 Encumbrance T5 lite [Ego++] Arcane While equipped: Stats +7 Mag offense ------ Spellpower +13 (+3 eff.) Damage +8% light defense ------ Resistance +11% darkness Affinity +5% light other ------- Light +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 294.80 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang =carry=1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
voratun pickaxe 'Silirialaith' (dig speed 6 turns) =6dig=3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +7 Str offense ------ Critical power +17.00% Physical Power +9 (+2 eff.) Spellpower/crit +4 Ignore resists +5% blight +21% physical Ignore Armor +7 defense ------ Fatigue -8% Spell save +18 (+4 eff.) other ------- Max mana +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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 Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command)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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 549.08 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
voratun torque of psionic shield 'Blindfury' [power 173] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% light +9% arcane Ignore resists +26% arcane When Hit 10 arcane 10 light On-Hit (Melee): * 21% chance to reduce damage dealt by 28% defense ------ Resistance +5% arcane other ------- Light +3 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing dragonbone totem of healing [power 494] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 560] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 turn cooldown 100% to increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Gut the Dwarf Wanderer5in1 level 31
17th Gold 123rd year of Ascendancy at 00:03 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gut the Dwarf Wanderer5in1 level 50
17th Loss 123rd year of Ascendancy at 17:00 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Gut the Dwarf Wanderer5in1 level 31
14th Gold 123rd year of Ascendancy at 20:30 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Gut the Dwarf Wanderer5in1 level 26
10th Steel 123rd year of Ascendancy at 18:26 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Gut the Dwarf Wanderer5in1 level 35
33rd Stralite 123rd year of Ascendancy at 21:25 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Gut the Dwarf Wanderer5in1 level 42
35th Profit 123rd year of Ascendancy at 20:49 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Gut the Dwarf Wanderer5in1 level 34
26th Stralite 123rd year of Ascendancy at 08:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gut the Dwarf Wanderer5in1 level 15
26th Loss 122nd year of Ascendancy at 06:39 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Gut the Dwarf Wanderer5in1 level 33
11st Stralite 123rd year of Ascendancy at 19:12 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Gut the Dwarf Wanderer5in1 level 34
13rd Stralite 123rd year of Ascendancy at 03:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gut the Dwarf Wanderer5in1 level 24
23rd Iron 123rd year of Ascendancy at 14:15 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Gut the Dwarf Wanderer5in1 level 35
32nd Stralite 123rd year of Ascendancy at 15:39 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Gut the Dwarf Wanderer5in1 level 50
30th Shortage 123rd year of Ascendancy at 14:20 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gut the Dwarf Wanderer5in1 level 26
24th Steel 123rd year of Ascendancy at 08:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gut the Dwarf Wanderer5in1 level 10
31st Dearth 122nd year of Ascendancy at 20:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gut the Dwarf Wanderer5in1 level 20
11st Shortage 122nd year of Ascendancy at 01:40 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Gut the Dwarf Wanderer5in1 level 30
13rd Gold 123rd year of Ascendancy at 02:19 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Gut the Dwarf Wanderer5in1 level 40
11st Profit 123rd year of Ascendancy at 15:40 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Gut the Dwarf Wanderer5in1 level 50
10th Dearth 123rd year of Ascendancy at 00:19 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Gut the Dwarf Wanderer5in1 level 50
14th Shortage 123rd year of Ascendancy at 04:55 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Gut the Dwarf Wanderer5in1 level 21
4th Iron 123rd year of Ascendancy at 18:01 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Gut the Dwarf Wanderer5in1 level 50
14th Steel 124th year of Ascendancy at 18:53 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Gut the Dwarf Wanderer5in1 level 50
16th Iron 124th year of Ascendancy at 19:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Gut the Dwarf Wanderer5in1 level 35
31st Stralite 123rd year of Ascendancy at 05:20 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Gut the Dwarf Wanderer5in1 level 34
23rd Stralite 123rd year of Ascendancy at 14:22 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gut the Dwarf Wanderer5in1 level 5
18th Voratun 122nd year of Ascendancy at 22:52 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Gut the Dwarf Wanderer5in1 level 50
14th Steel 124th year of Ascendancy at 18:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gut the Dwarf Wanderer5in1 level 9
27th Dearth 122nd year of Ascendancy at 12:56 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Gut the Dwarf Wanderer5in1 level 50
6th Loss 123rd year of Ascendancy at 07:35 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Gut the Dwarf Wanderer5in1 level 19
9th Shortage 122nd year of Ascendancy at 14:25 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Gut the Dwarf Wanderer5in1 level 50
30th Iron 124th year of Ascendancy at 13:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Gut the Dwarf Wanderer5in1 level 11
35th Dearth 122nd year of Ascendancy at 22:42 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Gut the Dwarf Wanderer5in1 level 36
9th Voratun 123rd year of Ascendancy at 06:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Gut the Dwarf Wanderer5in1 level 24
14th Iron 123rd year of Ascendancy at 18:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gut the Dwarf Wanderer5in1 level 16
5th Shortage 122nd year of Ascendancy at 17:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Gut the Dwarf Wanderer5in1 level 29
13rd Gold 123rd year of Ascendancy at 02:19 see stats
Log
Fire drake hatchling begins to fear you.
Argoniel shrugs off the effect 'Exposed'!
Argoniel's spell attains critical power!
Argoniel's spell attains critical power!
Multi-hued drake hatchling misses Gut.
Argoniel receives 192 healing from Blood Splash.
Weapon of Wrath hits Argoniel for 11 fire damage.
Gut hits Argoniel for (486 to bones), 0 physical, 34 light, 37 darkness, 175 physical, 34 light, 37 darkness (317 total damage).
Multi-hued drake breathes acid!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Gut converts damage to paradox!
Poison from Multi-hued drake hits Argoniel for 26 nature damage.
Multi-hued drake hits Multi-hued drake hatchling for 314 acid damage.
Multi-hued drake hits Fire drake hatchling for 392 acid damage.
Multi-hued drake hits Gut for (37 converted), 87 acid (87 total damage).
Multi-hued drake hits Fire drake hatchling for 392 acid damage.
Multi-hued drake hits Argoniel for 94 acid damage.
Bleeding from Gut hits Argoniel for 214 physical damage.
Bleeding from Gut killed Argoniel!
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Saving game...
Gut prepares for the next kill!
Saving done.















































































































































