







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! 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. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? White Monk 1.7.0Adds 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. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Banshee |
| Class | Frost Invoker |
| Level / Exp | 26 / 11% |
| Size | big |
| Lifes / Deaths | Killed by onilug at level 9 on the 7th Mirth 122nd year of Ascendancy at 08:05 0 / 6Killed by Gunsnake at level 15 on the 7th Flare 122nd year of Ascendancy at 05:45 Killed by shadow at level 21 on the 51st Dusk 122nd year of Ascendancy at 20:39 Killed by Paspmwi the halfling at level 26 on the 1st Time of Equilibrium 122nd year of Ascendancy at 08:26 Killed by Iromi the Halfling's mucus ooze at level 26 on the 1st Time of Equilibrium 122nd year of Ascendancy at 09:55 Killed by ritch flamespitter at level 26 on the 10th Haze 122nd year of Ascendancy at 00:50 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 65 (base 46) |
| Constitution | 14 (base 10) |
| Magic | 93 (base 57) |
| Willpower | 37 (base 14) |
| Cunning | 20 (base 10) |
Resources
| Life | 480/480 |
| Mana | 390/390 |
| Healing Factor | 1.0372895330004 |
| Regeneration | 0.2593223832501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Barehand
| Damage | 93 |
| Accuracy | 79 |
| Crit Chance | 19% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Physical | +6% |
| Cold | +32% |
| All | 0% |
| Lightning | +5% |
| Mind | +6% |
| Darkness | +3% |
| Fire | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +56% |
| Cold | +71% |
| Temporal | +41% |
| Physical | +38% |
| Arcane | +36% |
| Fire | +46% |
| All | +31% |
Defense: Base
| Armour (hardiness) | 22.172172850293 (52.923778789069%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 8 |
| Spell Save | 55 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 20%( 75%) |
| Physical | + 9%( 70%) |
| Cold | + 68%( 75%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Darkness | + 28%( 75%) |
| Fire | + 15%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Knockback Resistance | 20% |
| Fear Resistance | 100% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 382 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1158% for 10 turns (116 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Frost | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Chill | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Cryomania | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Winter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Icicles | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Hail | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arctic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Frozen core | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Rime guard | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Banshee | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Ice floes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Rime Coat |
| talent | Icicles |
| talent | Ice Floes |
| talent | Deep Freeze |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 within3 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 |
You were kidnapped, held captive, and finally murdered. Waking UpHowever, that wasn't the end. You awoke in a shallow grave, your spirit tied to Eyal by the injustice of your death. Take your revenge, and then...who knows? | done |
Equipment
| On feet | pair of dwarven-steel boots 'Layobrenor' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil +4 Con offense ------ Spellpower +35 (+8 eff.) Mindpower +5 (+3 eff.) Ignore resists +5% arcane +7% physical Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Khelarezor' (5 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ On-Hit 6 lightning 5 nature Damage +5% lightning +6% physical +3% nature Accuracy +6 (+2 eff.) Ignore Armor +6 When Hit 2 temporal defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +3% Resistance +6% lightning +2% physical +6% nature Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 80% Dex, 40% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +16 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 lightning +7 nature On Hit: 15% Perfect Strike level 3 On Hit: 10% Lightning Breath level 3 On Hit: 10% Venomous Breath level 3 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Brandpassion the dwarven-steel helm (6 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Damage +3% fire Ignore resists +15% fire Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +4% Resistance +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force 'Grinaderach' [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex offense ------ Critical power +5.00% Accuracy +20 (+4 eff.) defense ------ Resistance +3% acid Unlife -20.00 life Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Charthorn'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness When Hit 2 acid 2 fire On-Hit (Melee): * 20% chance to reduce armor by 44% defense ------ Resistance +9% fire Life +21.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | steel ring 'Frostbreak'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Damage +11% acid +6% mind Ignore resists +5% cold When Hit 6 mind defense ------ Fatigue -6% Resistance +22% acid +6% cold other ------- Encumbrance +20 Rings make your fingers look great! |
| Around neck | Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Hail +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Light source | Polossra the Stormpassion2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +25% lightning +6% all Ignore Armor +6 defense ------ Resistance +9% darkness +3% cold Spell save +6 (+2 eff.) Life +40.00 Blind Resist +20% Silence Resist +20% other ------- 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. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Blizzardwend the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Spell Crit +4% Physical Power +5 (+1 eff.) Damage +12% cold Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% cold Spell save +7 (+2 eff.) other ------- Max mana +80.00 Max vim +20.00 Size +1 A belt that goes around your waist. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 160; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
wanderer's copper amulet of cunning (+4)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
gold ring 'Olizilamas'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Critical power +15.00% Damage +12% darkness +6% physical defense ------ Armor +4 Defense +11 (+3 eff.) Resistance +24% darkness Mind save +10 (+5 eff.) Unlife -20.00 life Rings make your fingers look great! |
steel ring 'Gleamknight'0.1 Encumbrance T2 ring jewelry [Random Unique] Psionic While equipped: Stats +8 Cun +5 Wil offense ------ Mindpower +7 (+4 eff.) On-Hit 5 physical On-Ranged-Hit 8 physical Damage +12% mind +3% light Ignore resists +5% light On-Hit (Melee): * 12% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 21 defense ------ Resistance +12% mind +12% blight other ------- Hate-on-crit +2.00 Max hate +8.00 Light +2 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit level 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
hardened leather belt 'Hanutar'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Armor +14 Defense +10 (+2 eff.) Resistance +3% temporal Life +41.00 Healmod +10% Silence Resist +20% A belt that goes around your waist. |
Eragorn the Brightkiss (4 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% cold +3% fire Ignore resists +20% fire defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +2% Resistance +3% cold +3% fire Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Starreign' (25 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Damage +9% light defense ------ Armor +3 Defense +25 (+5 eff.) Fatigue -3% Resistance +6% acid +6% fire Crit Resistance 15.00% Life +33.00 Silence Resist +20% other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Blastsmasher' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex offense ------ On-Hit 5 cold Damage +6% lightning +4% cold Accuracy +12 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +3% lightning +7% cold +6% blight +3% acid Life Regen +2.00 other ------- Stamina/turn +1.00 Max stamina +21.00 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.4x Uses 80% Dex, 40% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-crit, radius 2 +7 ice On Hit: 10% Nightmare level 3 On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Freezegrind the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +2 Con offense ------ Mind Crit +3% Mindpower +8 (+4 eff.) Damage +16% lightning +10% physical +19% mind When Hit 4 cold defense ------ Defense +3 (+1 eff.) Resistance +24% lightning +10% physical +13% mind +12% cold Physical save +21 (+16 eff.) Mind save +10 (+5 eff.) other ------- Max psi +28.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Beorab' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex +2 Mag +2 Con offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +3% mind defense ------ Defense +1 (+1 eff.) other ------- Stamina/turn +1.00 Psi/turn +0.13 Light +1 A pointy cloth hat, very wizardly... |
7 agate0.0 Encumbrance 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. |
319 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Polumina the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +10.00% On-Hit (Melee): * 10% chance to reduce armor by 44% defense ------ Defense +5 (+1 eff.) Resistance +2% physical Physical save +6 (+6 eff.) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zubenor the Banshee Frost Invoker level 18
18th Dusk 122nd year of Ascendancy at 07:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zubenor the Banshee Frost Invoker level 22
54th Dusk 122nd year of Ascendancy at 08:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zubenor the Banshee Frost Invoker level 10
8th Mirth 122nd year of Ascendancy at 06:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zubenor the Banshee Frost Invoker level 20
49th Dusk 122nd year of Ascendancy at 02:12 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zubenor the Banshee Frost Invoker level 19
38th Dusk 122nd year of Ascendancy at 23:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Zubenor the Banshee Frost Invoker level 20
49th Dusk 122nd year of Ascendancy at 08:54 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Zubenor the Banshee Frost Invoker level 18
6th Dusk 122nd year of Ascendancy at 23:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zubenor the Banshee Frost Invoker level 8
1st Mirth 122nd year of Ascendancy at 23:12 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Zubenor the Banshee Frost Invoker level 22
53rd Dusk 122nd year of Ascendancy at 16:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zubenor the Banshee Frost Invoker level 21
52nd Dusk 122nd year of Ascendancy at 15:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zubenor the Banshee Frost Invoker level 15
7th Flare 122nd year of Ascendancy at 08:06 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ritch flamespitter killed Zubenor!
Saving game...
Talent Hailstone is ready to use.
Saving done.
Talent Frostbite is ready to use.
Talent Ice Hook is ready to use.
Zubenor activates Deep Freeze.
Talent Frozen Aegis is ready to use.
Talent Icicles is ready to use.
Talent Ice Floes is ready to use.
Talent Rune: Shielding is ready to use.
Zubenor activates Ice Floes.
Zubenor activates Icicles.
Talent Rune: Shatter Afflictions is ready to use.
Talent Cryochamber is ready to use.
Talent Rime Coat is ready to use.
Zubenor activates Rime Coat.
Talent Deathly Wail is ready to use.
Zubenor casts Hailstone.












































