Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 1803% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 29 (base 9) |
Dexterity | 55 (base 42) |
Constitution | 25 (base 10) |
Magic | 145 (base 66) |
Willpower | 111 (base 60) |
Cunning | 88 (base 60) |
Resources
Life | 529/529 |
Mana | 640/640 |
Vim | 276/296 |
Healing Factor | 1.2745178243369 |
Regeneration | 0.31862945608422 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +126.58634646151% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
See Invisible | 44 |
Offense: Mainhand
Damage | 69 |
Accuracy | 36 |
Crit Chance | 46% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 36 |
Crit Chance | 59% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 97% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +82% |
Blight | +71% |
Arcane | +103% |
Cold | +105% |
All | +29% |
Lightning | +116% |
Light | +50% |
Temporal | +41% |
Physical | +50% |
Darkness | +44% |
Fire | +68% |
Mind | +47% |
Offense: Damage Penetration
Lightning | +56% |
Darkness | +10% |
Temporal | +10% |
Blight | +26% |
Arcane | +27% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (50.65183292883%) |
Defense | 41 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 60 |
Mental Save | 55 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 60%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Physical | + 66%( 70%) |
Lightning | + 44%( 70%) |
Light | + 59%( 70%) |
Temporal | + 52%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 55%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 80% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 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 1919% for 10 turns (395 total) and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 4 turns and blocking 122 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. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1324 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Curses | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Energy Alteration |
talent | Secrets of the Eternals |
talent | Disruption Shield |
talent | Chant of Fortress |
talent | Feather Wind |
talent | Thunderstorm |
talent | Multicaster |
talent | Essence of Speed |
talent | Arcane Power |
talent | Spellcraft |
talent | Premonition |
talent | Shielding |
talent | Phantasmal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You 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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)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 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by storm drake. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2562. | 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 explored the expanse and closed all three wormholes. | done |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of voratun boots 'Glacierobsidian' (0 def, 5 armour) pair of voratun boots 'Glacierobsidian' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +4% Spellpower +9 (+1 eff.) Damage +21% cold On-Hit (Melee): * 20% chance to reduce armor by 50% defense ------ Armor +5 Fatigue +4% Resistance +9% light Silence Resist +50% Confus Resist +50% Stun Resist +46% other ------- Mana/turn +0.59 Max mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Amodan' dwarven lantern 'Amodan'0.0 Encumbrance T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +4 Mag offense ------ Physical Crit +5.0% Spell Crit +6% Critical power +16.00% Physical Power +9 (+3 eff.) Spellpower +12 (+2 eff.) defense ------ Resistance +12% blight +5% arcane +6% light +12% darkness Mind save +6 (+2 eff.) Healmod +15% Cut Resist +20% other ------- Light +7 Infravision +4 See Invisibility +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Arcrigor the elven-silk wizard hat (3 def, 0 armour) Arcrigor the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +2 Str +8 Mag +11 Wil +3 Con offense ------ Spell Crit +6% Spellpower +9 (+1 eff.) Damage +27% lightning +14% fire +15% cold +15% arcane +15% acid defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +0.35 See Invisibility +9 A pointy cloth hat, very wizardly... |
On hands | spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour) spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spell Crit +7% Spellpower +14 (+2 eff.) defense ------ Armor +3 Resistance +8% light +8% darkness other ------- Mana/turn +0.28 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 147.06 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Daybore the voratun torque of psionic shield [power 257] (38 cooldown) Daybore the voratun torque of psionic shield [power 257] (38 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +21% light +9% mind defense ------ Resistance +6% mind other ------- Light +3 Setup a psionic shield, reducing all damage taken by 257 for 5 turns Puts all charms on 38 turn cooldown 100% to increase all damage penetration by 27% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +1 Dex +4 Mag +2 Wil +2 Con offense ------ Critical power +15.00% Physical Power +30 (+10 eff.) Spellpower +25 (+4 eff.) Mindpower +20 (+5 eff.) Damage +20% cold +8% all defense ------ Armor +18 Resistance +40% cold other ------- Mana/turn +0.12 Can be unequipped, can't be rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Tempestcrack the voratun ring Tempestcrack the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +13 (+4 eff.) Spellpower +14 (+2 eff.) Mindpower +15 (+4 eff.) Damage +30% lightning +27% blight Ignore resists +26% blight +26% lightning When Hit 6 blight defense ------ Resistance +12% blight Rings make your fingers look great! |
Around neck | warrior's stralite amulet of manastreaming warrior's stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag offense ------ Spellpower/crit +4 defense ------ Resistance +9% physical other ------- Stamina/turn +0.60 Mana/turn +0.22 Max mana +23.00 Amulets make your neck look great! |
In main hand | dragonbone magestaff 'Boltraven' (136% power, 6 apr, lightning element) dragonbone magestaff 'Boltraven' (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Critical power +59.00% Spellpower +25 (+4 eff.) On-Hit 25 fire Damage +30% lightning Ignore resists +30% lightning +10% darkness other ------- Max positive +5.00 Max negative +5.00 See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Girdle of Preservation Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 38.70 acid and 36.36 blight damage. If not cleared after five turns it will inflict 206.47 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | Borimalach (3 def, 0 armour) Borimalach (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane While equipped: Stats +9 Mag +9 Wil offense ------ Spell Crit +5% Critical power +27.00% Spellpower +9 (+1 eff.) Damage +42% arcane +9% mind Ignore resists +27% arcane On-Hit (Melee): * 21% chance to reduce all saves and defense by 37 defense ------ Defense +3 (+1 eff.) Spell save +15 (+4 eff.) other ------- Max mana +150.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Kheladulin' (0 def, 0 armour) elven-silk robe 'Kheladulin' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +14 (+2 eff.) Damage +23% acid +12% temporal +21% physical +20% cold +25% fire +17% arcane +14% all Ignore resists +5% mind +10% temporal When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 50% defense ------ Resistance +25% acid +12% temporal +15% cold +17% fire +17% physical +15% all other ------- Max mana +94.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +5% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
voratun pickaxe 'Tempestward' (dig speed 5 turns) voratun pickaxe 'Tempestward' (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str offense ------ Damage +3% lightning +9% fire +12% mind +6% temporal Ignore resists +5% lightning +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% fire +10% darkness +9% temporal Mind save +14 (+5 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Rod of Recall (1/1) 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 Chest 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. |
Torchbliss [power 200] (15 cooldown) Torchbliss [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +15% acid +9% temporal Ignore resists +20% fire defense ------ Resistance +6% acid +3% temporal Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By High Beamologist the Shalore Archmage level 33
7th Flare 123rd year of Ascendancy at 14:04 see stats
By High Beamologist the Shalore Archmage level 38
71st Dusk 123rd year of Ascendancy at 11:32 see stats
By High Beamologist the Shalore Archmage level 50
34th Regrowth 124th year of Ascendancy at 13:33 see stats
By High Beamologist the Shalore Archmage level 38
69th Dusk 123rd year of Ascendancy at 18:01 see stats
By High Beamologist the Shalore Archmage level 46
2nd Allure 124th year of Ascendancy at 06:47 see stats
By High Beamologist the Shalore Archmage level 41
1st Time of Equilibrium 123rd year of Ascendancy at 08:29 see stats
By High Beamologist the Shalore Archmage level 18
51st Haze 122nd year of Ascendancy at 02:49 see stats
By High Beamologist the Shalore Archmage level 40
77th Dusk 123rd year of Ascendancy at 01:20 see stats
By High Beamologist the Shalore Archmage level 32
46th Pyre 123rd year of Ascendancy at 14:30 see stats
By High Beamologist the Shalore Archmage level 50
6th Mirth 124th year of Ascendancy at 23:47 see stats
By High Beamologist the Shalore Archmage level 23
29th Regrowth 123rd year of Ascendancy at 12:30 see stats
By High Beamologist the Shalore Archmage level 30
28th Pyre 123rd year of Ascendancy at 12:23 see stats
By High Beamologist the Shalore Archmage level 50
2nd Mirth 124th year of Ascendancy at 20:46 see stats
By High Beamologist the Shalore Archmage level 32
46th Pyre 123rd year of Ascendancy at 17:32 see stats
By High Beamologist the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 05:24 see stats
By High Beamologist the Shalore Archmage level 20
8th Allure 123rd year of Ascendancy at 02:03 see stats
By High Beamologist the Shalore Archmage level 30
26th Pyre 123rd year of Ascendancy at 17:13 see stats
By High Beamologist the Shalore Archmage level 40
76th Dusk 123rd year of Ascendancy at 19:09 see stats
By High Beamologist the Shalore Archmage level 50
33rd Regrowth 124th year of Ascendancy at 04:27 see stats
By High Beamologist the Shalore Archmage level 5
75th Pyre 122nd year of Ascendancy at 13:21 see stats
By High Beamologist the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:35 see stats
By High Beamologist the Shalore Archmage level 50
60th Pyre 124th year of Ascendancy at 23:52 see stats
By High Beamologist the Shalore Archmage level 50
4th Mirth 124th year of Ascendancy at 00:28 see stats
By High Beamologist the Shalore Archmage level 27
72nd Regrowth 123rd year of Ascendancy at 03:09 see stats
By High Beamologist the Shalore Archmage level 48
5th Regrowth 124th year of Ascendancy at 13:40 see stats
By High Beamologist the Shalore Archmage level 45
74th Haze 123rd year of Ascendancy at 08:44 see stats
By High Beamologist the Shalore Archmage level 22
27th Regrowth 123rd year of Ascendancy at 02:36 see stats
By High Beamologist the Shalore Archmage level 40
77th Dusk 123rd year of Ascendancy at 03:22 see stats
By High Beamologist the Shalore Archmage level 50
6th Mirth 124th year of Ascendancy at 23:46 see stats
By High Beamologist the Shalore Archmage level 8
3rd Mirth 122nd year of Ascendancy at 12:34 see stats
By High Beamologist the Shalore Archmage level 6
78th Pyre 122nd year of Ascendancy at 03:09 see stats
By High Beamologist the Shalore Archmage level 50
7th Pyre 124th year of Ascendancy at 11:04 see stats
By High Beamologist the Shalore Archmage level 27
3rd Pyre 123rd year of Ascendancy at 05:50 see stats
By High Beamologist the Shalore Archmage level 50
6th Mirth 124th year of Ascendancy at 23:47 see stats
By High Beamologist the Shalore Archmage level 50
33rd Regrowth 124th year of Ascendancy at 09:44 see stats
By High Beamologist the Shalore Archmage level 42
29th Haze 123rd year of Ascendancy at 23:19 see stats
By High Beamologist the Shalore Archmage level 27
2nd Pyre 123rd year of Ascendancy at 18:35 see stats
By High Beamologist the Shalore Archmage level 22
26th Regrowth 123rd year of Ascendancy at 23:09 see stats
By High Beamologist the Shalore Archmage level 14
67th Dusk 122nd year of Ascendancy at 12:30 see stats
By High Beamologist the Shalore Archmage level 37
69th Dusk 123rd year of Ascendancy at 08:06 see stats
Log
High Beamologist is no longer surging arcane power.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hotkey page 2 is now displayed.
High Beamologist deactivates Slipstream.
Hotkey page 1 is now displayed.
Resting starts...
Talent Slipstream is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
High Beamologist casts Invisibility.
High Beamologist vanishes from sight.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Resting starts...
High Beamologist is no longer invisible.
Talent Invisibility is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
The furious lightning storm around High Beamologist calms down and disappears.