









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Extra Dungeons 1.5.5In 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: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar 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. --- 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 inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Manawraith |
Class | Adventurer |
Level / Exp | 30 / 50% |
Size | big |
Lifes / Deaths | Killed by Voreba the elven guard at level 30 on the 57th Dusk 122nd year of Ascendancy at 07:28 / 1 |
Primary Stats
Strength | 117.72720083828 (base 33) |
Dexterity | 25.913546772492 (base 14) |
Constitution | 48 (base 14) |
Magic | 99 (base 60) |
Willpower | 103 (base 60) |
Cunning | 89 (base 60) |
Resources
Mana | 733/802 |
Negative | 84/187 |
Life | -1214/888 |
Paradox | 300 |
Hate | 100/100 |
Equilibrium | 150 |
Vim | 177/196 |
Positive | 104/167 |
Stamina | 25/323 |
Psi | 113/113 |
Healing Factor | 1.4804678899083 |
Regeneration | 16.123386559389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 184 |
Accuracy | 46 |
Crit Chance | 41% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 88% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +21% |
Lightning | +81% |
Light | +29% |
Cold | +101% |
Blight | +29% |
Arcane | +149% |
Fire | +101% |
All | +17% |
Offense: Damage Penetration
Lightning | +30% |
Blight | +11% |
Arcane | +155% |
Fire | +30% |
Cold | +30% |
Defense: Base
Armour (hardiness) | 37.090307731097 (40.377358490566%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 40 |
Mental Save | 21 |
Defense: Resistances
Acid | + 31%( 65%) |
Blight | + 47%( 85%) |
Arcane | + 90%( 90%) |
Cold | + 84%( 85%) |
All | + 13%( 85%) |
Lightning | + 47%( 85%) |
Light | + 18%( 85%) |
Temporal | + 34%( 85%) |
Fire | + 85%( 85%) |
Physical | + 26%(115%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 76% |
Disarm Resistance | 25% |
Pinning Resistance | 94% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1142% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Psionic / Absorption | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Corruption / Blight | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Mana Flare | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.70 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aether | 1.60 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.70 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Undead / Manawraith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Dark Ritual |
talent | Earthen Body |
talent | Charged Shield |
talent | Verdant Blood |
talent | Arcane Power |
talent | Deflection |
talent | Pure Aether |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Aura of Protection |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Steelskin |
talent | Augmentation |
talent | Chant of Resistance |
talent | Forge Shield |
talent | Genius Loci |
beneficial effect | Absorbs 17 damage from the next blockable attack. Currently Blocking: Darkness, Physical. Forge Shield |
detrimental effect | The target is cursed, reducing defence and all saves by 59. Curse of Defenselessness |
detrimental effect | The target has been revealed, reducing its stealth power by 30. Luminescence |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is infected by a disease, reducing its strength by 41 and doing 61.10 blight damage per turn. Weakness Disease |
detrimental effect | The target is infected by a disease, reducing its dexterity by 29 and doing 293.30 blight damage per turn. Decrepitude Disease |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
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 failed to protect the lone alchemist from death by Bethibretha the grizzly bear. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Restful Night (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 1 of Ruins of Kor'Pul. Escort: wandering musician (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | 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 |
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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 199. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It is part of a set of items. A true understanding of the arcane is needed to release its full power. The set is complete. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Maximum mana: +100.00 Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Con / +8 Wil Changes resistances: +8% blight Life regen: +1.70 Light radius: +5 Infravision radius: +2 Movement speed: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. The set is complete. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 It can be used to activate talent Metaflow (costing 40 power out of 40/40) : Effective talent level: 5.1 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your mastery of arcane flows allow you to reset the cooldown of up to 7 of your spells (that don't have a fixed cooldown) of tier 5 or less. A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web Talent on hit(mindpower): Slime Spit (5% chance level 2). It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 8.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 263.54 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 8 arcane Damage when hit (Melee): 20 acid / 12 fire Changes stats: +8 Cun / +7 Wil Changes resistances: +9% acid / +40% cold / +40% fire Changes resistances penetration: +29% arcane Changes damage: +20% cold / +20% fire Life regen: +2.00 Maximum life: +100.00 Mindpower: +15 (+2 eff.) Healing mod.: +22% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +3% blight / +16% temporal Reduce damage by fixed amount: +10 all Cut immunity: +5% Pinning immunity: +24% Knockback immunity: +24% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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, costing 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." |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Physical save: +6 (+3 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +7 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +8% lightning / +8% temporal / +6% light / +6% fire Changes damage: +12% light Light radius: +2 A belt that goes around your waist. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Str / +4 Mag / +4 Wil / +6 Con Changes resistances: +3% blight Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +12% blight Talent mastery: +0.20 Celestial / Star fury Critical mult.: +29.00% Reduces incoming crit damage: 10.00% Physical save: +15 (+7 eff.) Spell save: +15 (+2 eff.) Mental save: +13 (+3 eff.) Maximum life: +101.00 Maximum mana: +96.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+0 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 267 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1350% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% sound Talent mastery: +0.13 Chronomancy / Energy Silence immunity: +23% Melody when hit: +1.30 Amulets can have magical properties. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 382/400. 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Achievements
By Xoriada the Manawraith Adventurer level 23
18th Dusk 122nd year of Ascendancy at 06:28 see stats
By Xoriada the Manawraith Adventurer level 6
7th Mirth 122nd year of Ascendancy at 00:06 see stats
By Xoriada the Manawraith Adventurer level 29
51st Dusk 122nd year of Ascendancy at 07:46 see stats
By Xoriada the Manawraith Adventurer level 23
18th Dusk 122nd year of Ascendancy at 05:58 see stats
By Xoriada the Manawraith Adventurer level 10
9th Dusk 122nd year of Ascendancy at 17:57 see stats
By Xoriada the Manawraith Adventurer level 20
17th Dusk 122nd year of Ascendancy at 21:43 see stats
By Xoriada the Manawraith Adventurer level 30
51st Dusk 122nd year of Ascendancy at 08:36 see stats
By Xoriada the Manawraith Adventurer level 27
44th Dusk 122nd year of Ascendancy at 23:25 see stats
By Xoriada the Manawraith Adventurer level 23
39th Dusk 122nd year of Ascendancy at 17:03 see stats
By Xoriada the Manawraith Adventurer level 11
9th Dusk 122nd year of Ascendancy at 20:07 see stats
By Xoriada the Manawraith Adventurer level 23
18th Dusk 122nd year of Ascendancy at 06:28 see stats
By Xoriada the Manawraith Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 13:44 see stats
By Xoriada the Manawraith Adventurer level 23
18th Dusk 122nd year of Ascendancy at 06:28 see stats
By Xoriada the Manawraith Adventurer level 24
40th Dusk 122nd year of Ascendancy at 17:02 see stats
By Xoriada the Manawraith Adventurer level 29
51st Dusk 122nd year of Ascendancy at 05:46 see stats
By Xoriada the Manawraith Adventurer level 19
17th Dusk 122nd year of Ascendancy at 19:38 see stats
Log
Xoriada forges a dream shield to block the attack!
Siliwe the ogre pounder uses Infusion: Sun.
Voreba the elven guard shrugs off the effect 'Blinded'!
Xoriada loses sight!
Xoriada has been illuminated.
Adarenor the elven tempest hits Ogre pounder for (26 resist armour), 101 darkness (101 total damage).
Adarenor the elven tempest hits Xoriada for (17 blocked), (71 to psi shield), (29 resist armour), (33 dissipated), (31 deflected), (46 absorbed), 0 darkness (0 total damage).
Thunderstorm hits Xoriada for (30 to psi shield), (17 resist armour), (0 dissipated), 0 lightning (0 total damage).
Something hits Xoriada for (71 to psi shield), (29 resist armour), (33 dissipated), (31 deflected), (46 absorbed), 0 nature, (71 to psi shield), (29 resist armour), (23 dissipated), (22 deflected), (32 absorbed), 0 physical (0 total damage).
Xoriada's dream shield has been strengthened by the attack!
Something hits Xoriada for (17 blocked), (71 to psi shield), (29 resist armour), (46 dissipated), (295 deflected), (440 absorbed), 0 physical (0 total damage).
Xoriada casts Arcane Reconstruction.
Xoriada's spell attains critical power!
Xoriada receives 1759 healing.
Xoriada receives 56 healing from Unnatural Body.
Decrepitude Disease from Lisyvena the elven cultist hits Xoriada for (71 to psi shield), (29 resist armour), (27 dissipated), (25 deflected), (38 absorbed), 0 blight (0 total damage).
Weakness Disease from Lisyvena the elven cultist hits Xoriada for (26 to psi shield), (14 resist armour), (0 dissipated), 0 blight (0 total damage).
Xoriada hits Something for (10 resist armour), 0 acid, (26 resist armour), 3 light, (10 resist armour), 0 fire, (16 resist armour), 0 arcane, (10 resist armour), 0 acid, (26 resist armour), 3 light, (10 resist armour), 0 fire, (16 resist armour), 0 arcane (6 total damage).
Something hits Xoriada for (17 blocked), (50 to psi shield), (27 resist armour), (0 dissipated), 0 physical, (17 blocked), (55 to psi shield), (29 resist armour), (0 dissipated), (0 deflected), (1 absorbed), 0 physical (0 total damage).
Xoriada hits Something for (8 resist armour), 0 acid, (23 resist armour), 0 light, (9 resist armour), 0 fire, (16 resist armour), 0 arcane (0 total damage).
Thunderstorm hits Xoriada for (33 to psi shield), (18 resist armour), (0 dissipated), 0 lightning (0 total damage).
Something hits Xoriada for (17 blocked), (71 to psi shield), (29 resist armour), (46 dissipated), (247 deflected), (368 absorbed), 0 physical, (1 resist armour), (0 dissipated), 0 arcane (0 total damage).
Xoriada resists the terror!
Eldritch Combat performs a melee critical strike against Xoriada!
Your shield crumbles under the damage!
The shield around Xoriada crumbles.
You have deflected 115 incoming damage!
Your hatred grows even as your life fades! (+117 hate)
Saving game...