












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Zephyr 1.5.8 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Sholtar |
| Class | Harbinger |
| Level / Exp | 20 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Adudathra the dozing giant venus flytrap at level 8 on the 5th Mirth 122nd year of Ascendancy at 22:53 / 4Killed by dozing giant venus flytrap at level 9 on the 6th Mirth 122nd year of Ascendancy at 12:55 Killed by Elawe the thief at level 14 on the 27th Dusk 122nd year of Ascendancy at 11:20 Killed by Minotaur of the Labyrinth at level 15 on the 61st Dusk 122nd year of Ascendancy at 06:47 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 16 (base 10) |
| Constitution | 23 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 64 (base 48) |
| Cunning | 51 (base 40) |
Resources
| Life | 429/429 |
| Equilibrium | 18 |
| Psi | 144/144 |
| Healing Factor | 1.494670851327 |
| Regeneration | 13.015647787976 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +34.178696747638% |
| Spell | 0% |
| Global | +101% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
| See Stealth | 26 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 24 |
| Crit Chance | 23% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 24 |
| Crit Chance | 20% |
| APR | 67 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +45% |
| Nature | +19% |
| Physical | +10% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Fire | +7% |
Defense: Base
| Armour (hardiness) | 30.335093952971 (48.103448275862%) |
| Defense | 8 |
| Ranged Defense | 10 |
| Fatigue | 19 |
| Physical Save | 29 |
| Spell Save | 29 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 18%( 79%) |
| Cold | + 61%( 79%) |
| All | 0%( 70%) |
| Lightning | + 26%( 79%) |
| Darkness | + 12%( 70%) |
| Fire | + 44%( 79%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Bleed Resistance | 51% |
| Confusion Resistance | 31% |
| Instadeath Resistance | 100% |
| Stun Resistance | 41% |
| Poison Resistance | 96% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Wild-gift / Blizzard | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Tremor | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Thunder | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Blaze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Sholtar | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Endurance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Rain | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Kinetic Aura |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved physical save by +4. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | vined mindstar of slime (5-5.5 power, 35 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 67% Wil, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 4% Changes damage: +4% nature Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 73.34 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Light source | Maneladar the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% cold Mental save: +26 (+8 eff.) Poison immunity: +20% Cut immunity: +25% Stun/Freeze immunity: +10% Light radius: +3 See stealth: +16 See invisible: +14 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | miner's pair of dwarven-steel boots of uncanny dodging (2 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +3% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
| On fingers | Skygasher the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Cun / +9 Con Changes damage: +12% lightning Physical save: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Serpent's Glare (7-7.7 power, 29 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 57% Wil, 19% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +29 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +8 (+3 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 153.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | absorbing thorny mindstar of flames (7.5-8.25 power, 47 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 7.5 - 8.3 Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +8% lightning / +16% fire / +10% cold Changes resistances penetration: +7% fire Changes damage: +6% fire Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Global speed: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel mail armour of the deep (3 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +10% acid / +7% cold / +12% darkness / +11% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the duelist (heal 259 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Runyrig the Starfoe (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Fatigue: -2% Changes stats: +2 Str / +2 Dex / +3 Wil / +4 Cun Changes resistances: +3% light Physical save: +3 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
spiked iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +17% cold A suit of armour made of mail. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 61.43 to 184.29 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Brightnull the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% light Grants telepathy: Humanoid/Orc Maximum life: +40.00 Maximum psi: +10.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (121 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Hrm the Sholtar Harbinger level 16
68th Dusk 122nd year of Ascendancy at 00:03 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Hrm the Sholtar Harbinger level 17
74th Dusk 122nd year of Ascendancy at 01:04 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Hrm the Sholtar Harbinger level 14
13rd Dusk 122nd year of Ascendancy at 06:19 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Hrm the Sholtar Harbinger level 19
4th Haze 122nd year of Ascendancy at 06:25 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Hrm the Sholtar Harbinger level 10
10th Mirth 122nd year of Ascendancy at 01:03 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Hrm the Sholtar Harbinger level 20
4th Haze 122nd year of Ascendancy at 16:39 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Hrm the Sholtar Harbinger level 14
27th Dusk 122nd year of Ascendancy at 14:42 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Hrm the Sholtar Harbinger level 10
10th Mirth 122nd year of Ascendancy at 02:20 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Hrm the Sholtar Harbinger level 10
2nd Summertide 122nd year of Ascendancy at 05:00 see stats
Log
Today is the 79th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:16.
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:23.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:31.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Hrm deactivates Psiblades.
Hrm deactivates Kinetic Aura.
Hrm deactivates Beyond the Flesh.























































