










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. 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. Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. 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: 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. 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. 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. 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. 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. Zephyr 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. Harbinger 1.5.5 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Manawraith |
Class | Adventurer |
Level / Exp | 34 / 0% |
Size | big |
Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 34 on the 24th Haze 122nd year of Ascendancy at 10:34 / 1 |
Primary Stats
Strength | 156 (base 47) |
Dexterity | 57 (base 15) |
Constitution | 52 (base 16) |
Magic | 88 (base 60) |
Willpower | 81 (base 60) |
Cunning | 80 (base 60) |
Resources
Mana | 415/643 |
Negative | 160/174 |
Vim | 45/174 |
Life | -90/971 |
Psi | 95/111 |
Stamina | 170/318 |
Hate | 92/100 |
Healing Factor | 1.180361632107 |
Regeneration | 49.795372432436 |
Speed
Mental | +15.461993865312% |
Attack | 0% |
Movement | 0% |
Spell | +15.461993865312% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 163 |
Accuracy | 59 |
Crit Chance | 77% |
APR | 25 |
Speed | 0.87 |
Offense: Offhand
Damage | 145 |
Accuracy | 59 |
Crit Chance | 77% |
APR | 25 |
Speed | 0.87 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 31% |
Speed | 0.86608585779881 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Darkness | +15% |
Light | +27% |
Temporal | +21% |
Blight | +67% |
Arcane | +27% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Acid | +10% |
Light | +15% |
Darkness | +5% |
Blight | +21% |
Arcane | +11% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 56.876859466485 (87.222222222222%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 52 |
Mental Save | 45 |
Defense: Resistances
Blight | + 84%( 86%) |
Arcane | + 62%( 86%) |
Mind | + 42%( 86%) |
All | + 18%( 86%) |
Lightning | + 23%( 86%) |
Light | + 38%( 86%) |
Temporal | + 48%( 86%) |
Physical | + 9%( 86%) |
Fire | + 48%( 86%) |
Darkness | + 28%( 86%) |
Defense: Immunities
Pinning Resistance | 26% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 30% |
Bleed Resistance | 100% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Knockback Resistance | 86% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 187 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: 14 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 518 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: 21 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1243% for 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Corruption / Blight | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Mana Flare | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.50 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Night | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Undead / Manawraith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Conveyance | 1.70 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Lacerating Strikes |
talent | Aura of Protection |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Overkill |
talent | Arcane Shield |
talent | Close Combat Management |
talent | Augmentation |
talent | Forge Shield |
talent | Deflection |
talent | Ruin |
talent | Beyond the Flesh |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 31.71, and stamina regeneration by 6.34. Bloodbath |
beneficial effect | Absorbs 22 damage from the next blockable attack. Currently Blocking: Fire, Cold. Forge Shield |
beneficial effect | The target stands strong, increasing all resistances by 5.1% and resistance caps by 0.9%. Eternal Warrior |
beneficial effect | The target is recovering 32 life each turn. Recovery |
beneficial effect | Parrying melee attacks: Has a 69% chance to deflect up to 37 damage from the next 2.1 attack(s). Parrying |
beneficial effect | Parrying melee attacks: Has a 69% chance to deflect up to 37 damage from the next 2.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Restful Night (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * 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: 267. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. * You've found the needed orc heart. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 16.0 - 19.2 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 26/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 4 darkness Changes resistances: +3% darkness Life regen: +1.30 Stamina each turn: +0.70 Maximum stamina: +12.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +16 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +12% blight Changes resistances penetration: +15% light Changes damage: +3% blight / +15% light Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 4 temporal Damage when hit (Melee): 8 temporal Changes stats: +3 Cun / +2 Wil Changes resistances: +9% temporal Changes resistances penetration: +10% blight Changes damage: +9% temporal Critical mult.: +5.00% Vim when firing critical spell: +1.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +4% Damage (Melee): 8 acid Changes stats: +2 Str / +5 Wil / +6 Con Changes resistances penetration: +10% acid / +5% physical / +5% darkness Changes damage: +3% darkness Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 227.48 temporal and 216.20 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour Hardiness: +10% Changes resistances: +13% blight / +6% mind / +3% arcane Changes damage: +13% blight Disarm immunity: +30% Pinning immunity: +26% Stun/Freeze immunity: +23% Knockback immunity: +26% Life regen: +1.90 Maximum life: +29.00 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 acid Changes resistances: +12% mind Changes damage: +12% mind / +24% blight Spell save: +32 (+10 eff.) Maximum mana: +40.00 Spell crit. chance: +4% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 326 strength, based on Magic) for 5 turns, costing 24 power out of 1/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | ![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -7% Changes stats: +4 Cun / +4 Dex Changes resistances: +7% lightning / +18% temporal Changes damage: +6% nature Maximum encumbrance: +25 Mental crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 8 mind / 16 arcane Damage when hit (Melee): 8 arcane Changes resistances: +15% arcane / +12% mind Changes resistances penetration: +20% mind Changes damage: +9% mind / +9% arcane Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +4 Cun / +4 Wil Changes resistances: +17% fire Changes damage: +9% blight Physical save: +11 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +20 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 174.60 to 523.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once 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. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. 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. |
![]() iron waraxe 'Issalemnir' (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 60% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal Burst (radius 2) on crit: +8 mind When wielded/worn: Damage (Melee): 12 blight Changes stats: +2 Cun Changes resistances penetration: +5% blight Changes damage: +3% mind Hate per kill: +12.00 Psi per kill: +6.00 One-handed war axes. |
![]() 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Ulelatharegodir the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +3 Mag Critical mult.: +15.00% Spell save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +7% Light radius: +5 Damage Shield penetration: +20% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 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. |
![]() 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. |
![]() Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes damage: +18% acid / +12% fire It can be used to heal a target within range 9 (based on Willpower) for 115, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Shardwraith King the Manawraith Adventurer level 19
21st Dusk 122nd year of Ascendancy at 21:57 see stats
By Shardwraith King the Manawraith Adventurer level 7
10th Mirth 122nd year of Ascendancy at 17:53 see stats
By Shardwraith King the Manawraith Adventurer level 33
23rd Haze 122nd year of Ascendancy at 05:22 see stats
By Shardwraith King the Manawraith Adventurer level 19
21st Dusk 122nd year of Ascendancy at 21:30 see stats
By Shardwraith King the Manawraith Adventurer level 10
5th Dusk 122nd year of Ascendancy at 13:58 see stats
By Shardwraith King the Manawraith Adventurer level 20
66th Dusk 122nd year of Ascendancy at 04:41 see stats
By Shardwraith King the Manawraith Adventurer level 30
19th Haze 122nd year of Ascendancy at 19:13 see stats
By Shardwraith King the Manawraith Adventurer level 24
18th Haze 122nd year of Ascendancy at 05:16 see stats
By Shardwraith King the Manawraith Adventurer level 23
9th Haze 122nd year of Ascendancy at 18:32 see stats
By Shardwraith King the Manawraith Adventurer level 19
21st Dusk 122nd year of Ascendancy at 21:57 see stats
By Shardwraith King the Manawraith Adventurer level 9
10th Flare 122nd year of Ascendancy at 15:29 see stats
By Shardwraith King the Manawraith Adventurer level 19
21st Dusk 122nd year of Ascendancy at 21:57 see stats
By Shardwraith King the Manawraith Adventurer level 32
22nd Haze 122nd year of Ascendancy at 19:25 see stats
By Shardwraith King the Manawraith Adventurer level 23
9th Haze 122nd year of Ascendancy at 17:39 see stats
Log
Shardwraith King activates Mirror Shards, forging a reflective barrier!
A shield forms around Shardwraith King.
Linaniil, Supreme Archmage of Angolwen casts Freeze.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Your shield crumbles under the damage!
The shield around Shardwraith King crumbles.
Your hatred grows even as your life fades! (+10 hate)
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Shardwraith King resists!
Shardwraith King reflects damage back to Linaniil, Supreme Archmage of Angolwen!
Shardwraith King hits Linaniil, Supreme Archmage of Angolwen for 163 reflected damage.
Linaniil, Supreme Archmage of Angolwen hits Shardwraith King for (22 blocked), (466 deflected), (326 absorbed), (148 to ice), 222 cold (222 total damage).
Shardwraith King's Beyond the Flesh performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen resists the mind attack!
Shardwraith King forces the iceblock to shatter.
Your hatred grows even as your life fades! (+4 hate)
Linaniil, Supreme Archmage of Angolwen's Infusion: Regeneration is disrupted by her wounds!
Shardwraith King's Beyond the Flesh hits Iceblock for 305 blight, 232 arcane, 10 temporal, 10 darkness, 17 acid, 10 mind, 42 arcane, 155 blight (778 total damage).
Linaniil, Supreme Archmage of Angolwen hits Shardwraith King for (22 blocked), (64 deflected), (38 to ice), 58 cold (58 total damage).
Shardwraith King is free from the ice.
Linaniil, Supreme Archmage of Angolwen stops bleeding.
Rotting Disease from Shardwraith King hits Linaniil, Supreme Archmage of Angolwen for 3 blight damage.
Burning from Shardwraith King hits Linaniil, Supreme Archmage of Angolwen for 2 fire damage.
You have deflected 1 incoming damage!
Lava floor burns Shardwraith King!
Lava floor hits Shardwraith King for (22 blocked), (2 deflected), (1 deflected), 1 fire (1 total damage).
You have deflected 37 incoming damage!
Your hatred grows even as your life fades! (+10 hate)
Saving game...