










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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.
Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ashes of Urh'Rok 1.5.0Official 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:
Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Vector |
| Level / Exp | 12 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Emelilrana the large white snake at level 9 on the 6th Dusk 122nd year of Ascendancy at 22:52 2 / 2Killed by Bbour the halfling at level 12 on the 28th Haze 122nd year of Ascendancy at 12:20 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 30 (base 26) |
| Constitution | 23 (base 10) |
| Magic | 31 (base 29) |
| Willpower | 15 (base 12) |
| Cunning | 13 (base 10) |
Resources
| Life | 424/424 |
| Stamina | 146/146 |
| Vim | 33/104 |
| Healing Factor | 1.1010362694301 |
| Regeneration | 0.27525906735751 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 22 |
| Crit Chance | 12% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Lightning | +9% |
| Physical | +14% |
| Darkness | +3% |
Defense: Base
| Armour (hardiness) | 23.317011280365 (73.452380952381%) |
| Defense | 18 |
| Ranged Defense | 20 |
| Fatigue | 18 |
| Physical Save | 20 |
| Spell Save | 16 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Debility | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Corrupted Archery |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Quiver | arcing quiver of elm arrows (13/13, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 13 Ranged+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
| On fingers | copper ring 'Lisivea' =+13con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +13 Con ----- def ----- Phys.save +6 (+3 eff.) ---------- misc See.Invis +6 Rings can have magical properties. |
| Around waist | Galebait the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness +9% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
| In main hand | thaloren elm longbow of recursion4.0 T1 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +14% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
| On hands | heroic rough leather gloves of strength (+3) (0 def, 4 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | iron mail armour of command (7 def, 7 armour)14.0 T1 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +7 Defense +7 (+4 eff.) Fatigue +12% Mind.save +11 (+5 eff.) A suit of armour made of mail. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Inventory
wild infusion (resist 20%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (300% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 54)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Halikalthodil'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +11% light +14% darkness +5% arcane Blind- +21% Silence- +10% Confus- +5% Amulets can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) Rings can have magical properties. |
Ce'Nedassra the elm longbow4.0 T1 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Crit.r2 +2 physical While equipped: Stats +1 Dex +3 Con dps ---------- Res.pen +10% mind +10% physical ----- def ----- Resists +1% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 86 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
coruscating steel shield of radiance (6 def, 2 armour, 40 block) =+2str+4con+2mag=7.0 T2 shield armor [Ego++] Arcane While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Melee Ret 14 fire On Melee Ret: * 17% chance to blind ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% light +10% fire ---------- misc Talents +2 Block Handheld deflection devices. |
cured leather armour of the deep (2 def, 5 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +2 (+2 eff.) Fatigue +7% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
68 alchemist agate0.0 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. |
Anaregotar the Blastlady =+5cun=2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +1% ----- def ----- Resists +3% lightning Mind.save +6 (+3 eff.) ---------- misc Max.psi +20.00 Light +2 See.Stealth +7 See.Invis +6 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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10
Got a character to level 10.By Mr. Herpes the Shalore Vector level 10
21st Dusk 122nd year of Ascendancy at 22:55 see stats
Poisonous
Sided with the assassin lord.By Mr. Herpes the Shalore Vector level 12
61st Dusk 122nd year of Ascendancy at 23:45 see stats
The Arena
Unlocked Arena mode.By Mr. Herpes the Shalore Vector level 7
8th Flare 122nd year of Ascendancy at 03:25 see stats
The secret city
Discovered the truth about mages.By Mr. Herpes the Shalore Vector level 7
10th Flare 122nd year of Ascendancy at 09:27 see stats
Log
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 54th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 56th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 57th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
You don't see how to get there...
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 62nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Mr. Herpes deactivates Corrupted Archery.
Mr. Herpes activates Corrupted Archery.
Mr. Herpes deactivates Corrupted Archery.

























































