










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
Frost Invoker 1.7.6Adds 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 Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 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. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Class: Demolisher 1.7.6A 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 Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: âą 'Always Viligant' always stops running when a hostile creature is seen via telepathy. âą 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. âą Compatible with ToME v1.6.0 Notes: âą 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: Đ ĐŁĐĄ ::::::::::::::::::::::::::::::::::: ĐпОŃĐ°ĐœĐžĐ” ĐĐ±ĐœĐŸĐČĐ»Đ”ĐœĐžĐ”: ĐŻ ĐżŃĐŸŃŃĐŸ ĐżĐŸŃĐžĐșŃОл ŃĐ”ĐșĐ”Ń ĐČĐ”ŃŃОО ĐŒĐŸĐŽĐ° Đž ŃбŃал ĐČŃплŃĐČаŃŃДД ĐŸĐșĐŸŃĐșĐŸ ĐŸ ĐœĐŸĐČĐŸĐč ĐČĐ”ŃŃОО ОгŃŃ Đž ĐžĐ·ĐŒĐ”ĐœĐžĐ» ŃĐČĐ”Ń Đ»Đ”ĐłĐ”ĐœĐŽŃ ĐœĐ° ŃĐ”ŃĐœŃĐč ĐĐŸĐŽ Đ·Đ°ĐŒĐ”ĐœŃĐ”Ń ĐșаŃŃŃ ĐžĐłŃŃ ĐœĐ° ĐœĐ”ŃŃĐŸ Đ±ĐŸĐ»Đ”Đ” ŃŃ
ĐŸĐ¶Đ”Đ” Ń ĐŽŃŃĐłĐžĐŒĐž ОгŃĐ°ĐŒĐž. ĐŃ ĐŒĐŸĐ¶Đ”ŃĐ” пДŃĐ”ĐŒĐ”ŃаŃŃ ĐșаŃŃŃ ĐŒŃŃĐșĐŸĐč, ĐżŃОблОжаŃŃ ĐžĐ»Đž ĐŸŃЎалŃŃŃ ĐșаŃŃŃ ĐșĐŸĐ»Đ”ŃĐžĐșĐŸĐŒ Đž ŃŃŃĐ°ĐœĐ°ĐČлОĐČаŃŃ ŃĐ”ĐșŃŃĐžĐč ĐŸĐ±Đ·ĐŸŃ Đ»Đ”ĐČŃĐŒ ĐșлОĐșĐŸĐŒ ĐŒŃŃĐž (ĐČĐŒĐ”ŃŃĐŸ ŃĐŸĐłĐŸ, ŃŃĐŸ Đ±Ń ŃĐ»ŃŃаĐčĐœĐŸ пДŃĐ”ĐŒĐ”ŃŃĐžŃŃŃŃ ŃŃЎа, ĐșаĐș бŃĐ»ĐŸ ŃĐ°ĐœĐ”Đ”). ĐаŃĐ°Ń ŃĐżĐŸŃĐŸĐ±ĐœĐ° ĐŸŃĐŸĐ±ŃажаŃŃ ŃДалŃĐœŃŃ ĐŒĐ”ŃŃĐœĐŸŃŃŃ Đ»Đ°ĐœĐŽŃаŃŃа Đž ĐŸĐșŃаŃĐžĐČаŃŃ ĐœĐ”ĐżŃĐŸŃ
ĐŸĐŽĐžĐŒŃĐ” ĐŒĐ”ŃŃа ĐČ ĐșŃаŃĐœŃĐč ŃĐČĐ”Ń, ŃŃĐŸ Đ±Ń ĐżŃĐŸŃĐ” ĐœĐ°ĐčŃĐž ĐŽĐŸŃĐŸĐłŃ. ĐŁŃŃĐ°ĐœĐŸĐČĐșа: ĐŁĐŽĐ°Đ»Đ”ĐœĐžĐ”: ОлО ĐČ ĐžĐłŃĐ”: Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: Đ ĐŁĐĄ ::::::::::::::::::::::::::::::::::: ĐпОŃĐ°ĐœĐžĐ” ĐŃĐŸ ĐŒĐŸŃ ŃĐ»ŃŃŃĐ”ĐœĐœĐ°Ń ĐČĐ”ŃŃĐžŃ ĐŸŃĐžĐłĐžĐœĐ°Đ»ŃĐœĐŸĐłĐŸ ĐŒĐŸĐŽĐ°. УбŃĐ°ĐœĐ° ĐżŃĐŸĐČĐ”ŃĐșа ĐČĐ”ŃŃОО ĐșĐ»ĐžĐ”ĐœŃа. ĐĐ°ĐŒĐ”ŃалО ĐșĐŸĐłĐŽĐ°-ĐœĐžĐ±ŃĐŽŃ, ŃŃĐŸ ĐœĐŸĐČŃĐ” ŃŃŃĐŸĐșĐž ĐČ Đ¶ŃŃĐœĐ°Đ»Đ” бОŃĐČŃ ĐœĐ” ĐČŃДгЎа ŃĐŸĐŸŃĐČĐ”ŃŃŃĐČŃŃŃ ĐșĐŸĐœŃŃ ŃĐČĐŸĐ”ĐłĐŸ Ń ĐŸĐŽĐ°? ĐŃĐŸŃ ĐŒĐŸĐŽ ĐżĐŸĐŒĐ”ŃĐ°Đ”Ń "------" ĐŒĐ”Đ¶ĐŽŃ ŃŃŃĐŸĐșĐ°ĐŒĐž Ń ĐŸĐŽĐ°, ŃŃĐŸ Đ±Ń ĐŒĐŸĐ¶ĐœĐŸ бŃĐ»ĐŸ лДгŃĐ” ĐČОзŃалŃĐœĐŸ ĐŸŃЎДлОŃŃ ĐŒĐžĐœŃĐČŃŃŃ ĐŸŃĐ”ŃĐ”ĐŽŃ ĐŽĐ”ĐčŃŃĐČĐžĐč. ĐĐŸĐŽ ĐżĐŸ ĐżŃĐ”Đ¶ĐœĐ”ĐŒŃ ĐŽĐŸĐ±Đ°ĐČĐ»ŃĐ”Ń ŃазЎДлОŃĐ”Đ»Ń ĐŒĐ”Đ¶ĐŽŃ ĐžĐłŃĐŸĐČŃĐŒĐž Ń ĐŸĐŽĐ°ĐŒĐž ĐŽĐ»Ń Đ±ĐŸĐ»ŃŃĐ”Đč ĐœĐ°ĐłĐ»ŃĐŽĐœĐŸŃŃĐž. ĐŁŃŃĐ°ĐœĐŸĐČĐșа: ĐŁĐŽĐ°Đ»Đ”ĐœĐžĐ”: ОлО ĐČ ĐžĐłŃĐ”: Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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 Modified Item Descriptions 1.7.6èżæŻćșäș Cleaner Item Descriptions ć¶äœçæä»¶ïŒäžșäžæç©ćź¶èżèĄäșæ±ćă ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) White Monk 1.7.6Adds 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. Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 1821% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 12 on the 29th Dusk 122nd year of Ascendancy at 06:52 0 / 8Killed by Polunor the rogue at level 14 on the 34th Dusk 122nd year of Ascendancy at 16:07 Killed by corrupted rogue at level 17 on the 13rd Haze 122nd year of Ascendancy at 03:41 Killed by corrupted rogue at level 17 on the 13rd Haze 122nd year of Ascendancy at 05:03 Killed by Urkis, the High Tempest at level 21 on the 7th Regrowth 123rd year of Ascendancy at 12:34 Killed by Xalrath the Tortured Mass at level 43 on the 79th Pyre 125th year of Ascendancy at 21:18 Killed by Xalrath the Tortured Mass at level 43 on the 79th Pyre 125th year of Ascendancy at 23:39 Killed by Rogan at level 50 on the 3rd Haze 125th year of Ascendancy at 21:08 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 58) |
Dexterity | 19 (base 11) |
Constitution | 75 (base 60) |
Magic | 24 (base 10) |
Willpower | 75 (base 60) |
Cunning | 39 (base 33) |
Resources
Life | 2228/1944 |
Stamina | 327/410 |
Equilibrium | 73 |
Healing Factor | 2.1495578233782 |
Regeneration | 84.298939876946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 60.214212148624 |
See Invisible | 59.214212148624 |
Offense: Mainhand
Damage | 243 |
Accuracy | 57 |
Crit Chance | 57% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +20% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 56 |
Mental Save | 54 |
Defense: Resistances
Nature | + 70%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | + 69%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Confusion Resistance | 30% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 537 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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 |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved mental save by +12. | done |
You failed to protect the lone alchemist from death by Rogan. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Rogan. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton master archer. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
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 Shade. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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. * 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 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. | done |
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 |
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. | failed |
Equipment
On feet | ![]() T3Ego++ feet /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: invigor./onslaught While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Physical save +7 (+2 eff.) Life +31.00 other ------- Move Speed +10% Resource +0.40 Stamina/turn Fatigue -6% Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids).. Uses 21 power out of 30/30 A pair of boots made of leather. |
Light source | ![]() T1Ego lite (2.0 Encumbrance) Psionic Power Keywords: clarity/wayfinding While equipped: offense ------ When Hit 11 mind defense ------ Resistance +5% mind Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() T5Ego+ head /armor (3.0 Encumbrance) Nature Power/Masterpiece Keywords: learwalker/ravager While equipped: defense ------ Armor +5 Resistance +10% nature Spell save +7 (+2 eff.) Life +93.00 Healmod +12% other ------- Fatigue +5% Talents +1 Ravager Ravager: Passive - Increase Physicalpower by 15.75 per each enemy you can see in a radius of 2. The increase is based on your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() T4Unique totem /charm (2.0 Encumbrance) Nature Power While equipped: Stats +7Wil +6Con offense ------ Damage Change +20% nature Mindpower +7 (+3 eff.) defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() T4Ego+ ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: speed While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +10 (+4 eff.) other ------- Move Speed +17% Blinding Speed: Puts all charms on 28 turn cooldown Effective talent level: 3.9 Power cost 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() T4Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: warrior While equipped: Stats +7Str defense ------ Armor +22 Defense +15 (+6 eff.) Resistance +5% arcane Crit Resistance 10.00% Physical save +18 (+5 eff.) Healmod +15% Immune +20% Silence Rings make your fingers look great! |
Around waist | Cord of the Steeled Mind Cord of the Steeled MindT2Unique belt /armor (1.0 Encumbrance) Psionic Power Keywords: transcend While equipped: offense ------ Mindpower +5 (+2 eff.) defense ------ Physical save +11 (+3 eff.) Mind save +12 (+4 eff.) Immune +24% Stun +20% Confus other ------- Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 37.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
In main hand | ![]() T4Unique battleaxe 2H /weapon (3.0 Encumbrance) Masterpiece When used to attack: Weapon Damage 63.0 - 94.5 Uses 130% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
On hands | ![]() T4Ego++ hands /armor (1.5 Encumbrance) Nature Power/Antimagic Power Keywords: scouring/regen While equipped: offense ------ When Hit: * 20 arcane resource burn defense ------ Armor +3 Spell save +14 (+4 eff.) Life Regen +5.20 other ------- Resource +0.90 Stamina/turn +0.26 Psi/turn Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() T5Ego+ cloth /armor (2.0 Encumbrance) Nature Power/Psionic Power Keywords: life/focus While equipped: Stats +6Mag +4Wil defense ------ Resistance +11% blight +15% all Life +58.00 Life Regen +6.00 Healmod +23% other ------- Resource +0.24 Mana/turn +0.37 Psi/turn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() T5Ego++ cloak /armor (2.0 Encumbrance) Masterpiece/Psionic Power Keywords: glorious/vigor While equipped: Stats +2Dex +4Wil +9Con defense ------ Defense +3 (+2 eff.) Crit Resistance 23.00% Life Regen +7.00 other ------- Move Speed +25% Fatigue -8% Talents +3 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 30.0% chance for an additional save against it and 49.5 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() T5Random Unique amulet /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: savior/starlit/serend. While equipped: Stats +16Lck +2Mag offense ------ Spellpower/crit +2 Accuracy +13 (+4 eff.) Ignore Shields +30% defense ------ Defense +17 (+6 eff.) Resistance +9% temporal +25% light +23% darkness Physical save +22 (+6 eff.) Spell save +21 (+6 eff.) Mind save +18 (+6 eff.) Immune +44% Blind Resist unseen 20% other ------- Resource +60.00 Max mana Amulets make your neck look great! |
Inventory
![]() T3Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Range: 6 Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 159.00 manaburn damage, and dispelling a magical effect from the target. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -314 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 268 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 500 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() Normal rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 18 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 1589% for 10 turns (38 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Unique scroll (0.1 Encumbrance) Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() T2Ego amulet /jewelry (0.1 Encumbrance) Masterpiece Keywords: bloodstone/mastery While equipped: defense ------ Resistance +7% nature +6% physical Life +11.00 Life Regen +3.00 other ------- Masteries +0.10 Technique/Conditioning Amulets make your neck look great! |
![]() T3Unique amulet /jewelry (0.1 Encumbrance) Unknown Power While equipped: Stats +10Con defense ------ Immune +100% Teleport Teleport: Effective talent level: 4.0 Power cost 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (111). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() T1Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: perseverance While equipped: defense ------ Resistance +3% mind Crit Resistance 5.00% Life Regen +2.00 Immune +21% Stun +20% Bleed Rings make your fingers look great! |
![]() T5Unique ring /jewelry (0.1 Encumbrance) Psionic Power While equipped: On Mind Hit:10% Mental Refresh level 1 Stats +8Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Immune +40% Confus other ------- Resource +0.50 Psi/turn Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() T5Random Unique battleaxe 2H /weapon (3.0 Encumbrance) Masterpiece Keywords: shearing/venom/balanced When used to attack: Weapon Damage 57.5 - 86.2 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% On Critical: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: offense ------ Ignore resists +19% all Accuracy +52 (+14 eff.) Ignore Armor +17 defense ------ Defense +32 (+11 eff.) Resistance +9% acid +3% temporal +9% nature Immune +46% Disarm +20% Knockbk Massive two-handed battleaxes. |
![]() T5Ego+ battleaxe 2H /weapon (3.0 Encumbrance) Nature Power/Masterpiece Keywords: caustic/massacre When used to attack: Weapon Damage 68.5 - 102.8 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +54 acid +56 nature While equipped: offense ------ Ignore resists +27% acid +27% nature Ignore Armor +19 Massive two-handed battleaxes. |
![]() T3Unique greatsword 2H /weapon (12.0 Encumbrance) Psionic Power When used to attack: Weapon Damage 49.0 - 78.4 Uses 129% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() T5Ego+ greatsword 2H /weapon (3.0 Encumbrance) Antimagic Power/Masterpiece Keywords: disruption/serrated When used to attack: Weapon Damage 59.0 - 94.4 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% Damage Against +30% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 25% chance to afflict the target with Bleed, causing 266 Physical damage over 5 turns. While equipped: offense ------ Damage Change +28% physical Mindpower +21 (+7 eff.) Massive two-handed swords. |
![]() T4Unique whip 2H /weapon (3.0 Encumbrance) Nature Power/Masterpiece When used to attack: Weapon Damage 56.0 - 61.6 Uses 40% Dex, 90% Str Mastery Exotic Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit:10% Lightning Breath level 3 On Hit:10% Poison Breath level 3 On Hit:10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage Change +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Impaled Head (24-34 power, 4 apr) Impaled Head (24-34 power, 4 apr)T5Unique mace 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: chilling/arcing The tongue and eyes are not in the head. When used to attack: Weapon Damage 24.5 - 34.3 Darkness Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +5 cold On-Hit, radius 1 +10 mind On-crit, radius 2 +18 darkness On Hit: * 15% chance for the head to scream, dealing 100 Darkness damage to the target and afflict them with Curses (of Impotence and of Defenselessness). While equipped: defense ------ Mind save -15 (-5 eff.) A head stuck to a stick. Weirdly, the head mutters curses everytime it swung. |
![]() T5Ego+ waraxe 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: chilling/corruption When used to attack: Weapon Damage 41.0 - 57.4 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +27 cold On Hit:20% Curse of Impotence level 5 One-handed war axes. |
![]() T5Ego waraxe 1H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Keywords: fractal/massacre When used to attack: Weapon Damage 54.5 - 76.3 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +9 temporal On-Hit, radius 1 +7 mind While equipped: offense ------ Ignore resists +8% mind One-handed war axes. |
![]() T5Ego+ waraxe 1H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Keywords: quick/vile When used to attack: Weapon Damage 41.0 - 57.4 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +13 blight On Hit: * 30% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +6Dex offense ------ Combat Speed +10% Accuracy +12 (+4 eff.) One-handed war axes. |
![]() T5Ego waraxe 1H /weapon (3.0 Encumbrance) Antimagic Power/Masterpiece Keywords: dampening/serrated When used to attack: Weapon Damage 42.0 - 58.8 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 25% chance to afflict the target with Bleed, causing 266 Physical damage over 5 turns. While equipped: offense ------ Damage Change +17% physical Mindpower +11 (+4 eff.) defense ------ Resistance +14% acid +13% lightning +12% cold +17% fire +7% all Spell save +12 (+4 eff.) One-handed war axes. |
![]() T5Ego++ dagger 1H /weapon (1.0 Encumbrance) Masterpiece Requires: - Dexterity 48 Keywords: quick/evisc When used to attack: Weapon Damage 38.5 - 50.1 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3Dex offense ------ Combat Speed +10% Physical Crit +10.0% Accuracy +22 (+6 eff.) Physical Power +13 (+2 eff.) Sharp, short and deadly. |
![]() T5Rare dagger 1H /weapon (1.0 Encumbrance) Arcane Power Requires: - Dexterity 48 Keywords: corrupted When used to attack: Weapon Damage 38.0 - 49.4 Uses 50% Dex, 50% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +33 nature On-Hit, radius 1 +10 blight On-crit, radius 2 +23 cold On Hit: * 23% chance to slow global speed by 56% * 23% chance to reduce armor by 16% While equipped: offense ------ Damage Change +34% cold Ignore resists +10% blight When Hit 6 temporal On-Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% Sharp, short and deadly. |
![]() T5Ego+ shield /armor (7.0 Encumbrance) Arcane Power/Masterpiece Keywords: fire/coruscating Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6Str offense ------ When Hit 28 fire defense ------ Armor +10 Resistance +45% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
![]() T5Ego+ shield /armor (7.0 Encumbrance) Arcane Power Keywords: voltaic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 15 lightning and physical damage to each enemy blocked defense ------ Armor +10 Resistance +9% lightning +9% physical other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
![]() T4Ego+ cloth /armor (2.0 Encumbrance) Nature Power/Psionic Power Keywords: life/mindwoven While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +14% blight +13% all Mind save +23 (+7 eff.) Life +62.00 Life Regen +1.50 Healmod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() T5Ego++ light /armor (9.0 Encumbrance) Nature Power/Masterpiece Keywords: traekus/troll While equipped: offense ------ Critical power +18.00% Mind Crit +2% Mindpower +4 (+2 eff.) Physical Crit +3.0% Physical Power +4 (+1 eff.) defense ------ Armor +8 Defense +20 (+7 eff.) Life +56.00 Life Regen +15.00 Healmod +12% other ------- Fatigue +8% A suit of armour made of leather. |
![]() T4Ego+ heavy /armor (14.0 Encumbrance) Nature Power Keywords: rejuv/eyal While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Life +38.00 Life Regen +9.50 Healmod +14% other ------- Resource +0.90 Stamina/turn Fatigue +12% A suit of armour made of mail. |
![]() T5Ego+ heavy /armor (14.0 Encumbrance) Antimagic Power/Masterpiece Keywords: delving/sigiled While equipped: Stats +7Str defense ------ Armor +10 Defense +5 (+2 eff.) Resistance +11% physical +16% darkness +12% mind +13% arcane +10% temporal Resist Against +13% Horror other ------- Light +1 Fatigue +12% Track: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() T5Unique massive /armor (17.0 Encumbrance) Arcane Power While equipped: Stats +10Str +10Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Resistance +20% physical Physical save +15 (+4 eff.) other ------- Fatigue +25% Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 243.00 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 18 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() T5Unique massive /armor (17.0 Encumbrance) Psionic Power While equipped: Stats +6Wil +4Cun +3Con offense ------ Mindpower +10 (+4 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+6 eff.) Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+4 eff.) Mind save +25 (+8 eff.) Immune +100% Confus +100% Fear other ------- Light -2 Infravision +4 Fatigue +17% Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 11 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 12 Armour, 18 Defense and your attacks will gain 24% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() T5Ego++ massive /armor (17.0 Encumbrance) Arcane Power/Masterpiece Keywords: ceremonial/implac. While equipped: Stats +7Dex +7Mag defense ------ Armor +24 Physical save +13 (+4 eff.) Spell save +20 (+6 eff.) other ------- Fatigue +12% A suit of armour made of metal plates. |
![]() T5Ego++ massive /armor (17.0 Encumbrance) Arcane Power/Psionic Power Keywords: searing/command While equipped: Stats +4Cun offense ------ On-Hit 17 acid 17 fire When Hit 8 acid 12 fire defense ------ Armor +21 Defense +8 (+3 eff.) Resistance +21% acid +24% fire Mind save +24 (+8 eff.) other ------- Fatigue +22% A suit of armour made of metal plates. |
![]() T5Ego massive /armor (17.0 Encumbrance) Masterpiece Keywords: stable While equipped: defense ------ Armor +16 Resistance +7% physical Physical save +22 (+6 eff.) other ------- Fatigue +22% A suit of armour made of metal plates. |
Slippery Belt Slippery BeltT1Unique belt /armor (1.0 Encumbrance) Nature Power/Unknown Power While equipped: On Mind Hit:15% Slime Spit level 1 Stats +8Cun +8Wil offense ------ Damage Change +10% nature defense ------ Resistance +20% nature It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
![]() T1Ego+ cloak /armor (2.0 Encumbrance) Masterpiece Keywords: vigor/enveloping While equipped: Stats +2Dex +2Con defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) Life Regen +3.00 other ------- Move Speed +13% Fatigue -5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T3Ego++ cloak /armor (2.0 Encumbrance) Masterpiece Keywords: vigor/murderer While equipped: Stats +6Dex +2Cun +3Con offense ------ Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) Life Regen +4.00 other ------- Move Speed +19% Fatigue -7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T5Ego+ cloak /armor (2.0 Encumbrance) Masterpiece Keywords: resplendent While equipped: Stats +3Str +3Mag +4Wil offense ------ Spellpower +7 (+2 eff.) defense ------ Defense +3 (+2 eff.) Max Resistance +11% all Life +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T5Ego+ cloak /armor (2.0 Encumbrance) Nature Power Keywords: restorative While equipped: defense ------ Defense +3 (+2 eff.) Resistance +16% nature +16% blight Life Regen +11.00 Healmod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T2Unique feet /armor (2.0 Encumbrance) Masterpiece While equipped: Stats +3Cun defense ------ Armor +1 Defense +2 (+1 eff.) other ------- Fatigue +2% Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 35 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() T4Unique feet /armor (2.0 Encumbrance) Unknown Power While equipped: Stats +8Mag +8Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Immune +100% Knockbk other ------- Fatigue +3% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() T5Random Unique feet /armor (2.0 Encumbrance) Masterpiece Keywords: wanderer/miner/evasion While equipped: Stats +5Cun +4Con offense ------ When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Defense +13 (+5 eff.) Resistance +6% lightning +3% darkness Physical save +25 (+7 eff.) Mind save +17 (+6 eff.) other ------- Infravision +3 Evasion: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() T5Ego+ feet /armor (2.0 Encumbrance) Psionic Power Keywords: strife While equipped: Stats +5Con +5Wil offense ------ Ignore resists +9% physical Mindpower +8 (+3 eff.) defense ------ Armor +5 Blindside: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() T5Ego feet /armor (2.0 Encumbrance) Masterpiece Keywords: repreive/traveler While equipped: defense ------ Armor +5 Physical save +12 (+3 eff.) other ------- Encumbrance +36 Resource +2.00 Stamina/turn Fatigue -16% Second Wind: (Instant) Puts all charms on 42 turn cooldown Effective talent level: 3.9 Power cost 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 220 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
![]() T2Ego+ hands /armor (1.0 Encumbrance) Masterpiece Keywords: juggernaut While equipped: Stats +3Con defense ------ Armor +2 Physical save +14 (+4 eff.) Spell save +5 (+1 eff.) Mind save +4 (+2 eff.) Immune +32% Disarm Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 2.6 Power cost 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() T2Rare hands /armor (1.5 Encumbrance) Psionic Power Keywords: restful While equipped: Stats +1Con defense ------ Armor +2 Defense +15 (+6 eff.) Life Regen +2.00 other ------- Resource +14.00 Max stamina +4.00 Stamina/turn See Invisibility +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: frost While equipped: offense ------ Damage Change +11% cold When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Defense +1 (+1 eff.) Resistance +3% acid +6% temporal +16% cold +5% arcane +18% fire A pointy cloth hat, very wizardly... |
![]() T1Unique head /armor (2.0 Encumbrance) Masterpiece While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
![]() T5Ego+ head /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: absorb/thaloren While equipped: Stats +7Wil defense ------ Armor +5 Resistance +12% blight Mind save +13 (+5 eff.) other ------- Resource +2.50 Eq. when hit +1.80 Stamina when hit Fatigue +5% A cap made of leather. |
![]() T4Unique head /armor (3.0 Encumbrance) Masterpiece While equipped: Stats +10Str +10Con offense ------ Damage Change +15% light defense ------ Armor +10 Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Fatigue +4% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 28 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() T5Ego++ head /armor (3.0 Encumbrance) Masterpiece/Psionic Power Keywords: mindcage/bounder While equipped: Stats +8Str +8Dex defense ------ Armor +5 Resistance +25% mind Mind save +19 (+6 eff.) Immune +41% Confus other ------- Fatigue +5% Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 296.1 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() T3Normal green /gem (0.0 Encumbrance) 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. |
![]() T4Normal blue /gem (0.0 Encumbrance) While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() T4Normal green /gem (0.0 Encumbrance) While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() T4Normal green /gem (0.0 Encumbrance) While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() T4Normal red /gem (0.0 Encumbrance) While equipped: Stats +4Str +4Dex +4Mag +4Wil +4Cun +4Con Item imbue powers: Stats +4Str +4Dex +4Mag +4Wil +4Cun +4Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() T4Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +8% all Spell Crit +4% Mind Crit +4% Physical Crit +4.0% Item imbue powers: Damage Change +8% all Spell Crit +4% Mind Crit +4% Physical Crit +4.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() T5Normal red /gem (0.0 Encumbrance) While equipped: Immune +60% Stun Item imbue powers: Immune +60% Stun Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() T5Normal red /gem (0.0 Encumbrance) While equipped: Damage Change +10% all Spell Crit +5% Mind Crit +5% Physical Crit +5.0% Item imbue powers: Damage Change +10% all Spell Crit +5% Mind Crit +5% Physical Crit +5.0% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() T5Normal white /gem (0.0 Encumbrance) While equipped: Stats +5Str +5Dex +5Mag +5Wil +5Cun +5Con Item imbue powers: Stats +5Str +5Dex +5Mag +5Wil +5Cun +5Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() T5Normal white /gem (0.0 Encumbrance) While equipped: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() T5Normal white /gem (0.0 Encumbrance) While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() T3Unique multi-hued /gem (0.0 Encumbrance) Arcane Power While equipped: On Spell Hit:10% Eye Beam level 2 Stats +5Mag +5Con Damage Change +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: On Spell Hit:10% Eye Beam level 2 Stats +5Mag +5Con Damage Change +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() T4Unique blue /gem (0.0 Encumbrance) Arcane Power While equipped: Stats +8Cun +8Dex Damage Change +20% lightning Affinity +20% lightning Damage Avoidance +8% Move Speed +20% Item imbue powers: Stats +8Cun +8Dex Damage Change +20% lightning Affinity +20% lightning Damage Avoidance +8% Move Speed +15% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() T1Normal black /alchemist-gem (0.0 Encumbrance) When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() T3Ego+ lite (1.0 Encumbrance) Antimagic Power Keywords: inquisition While equipped: defense ------ Resistance +6% arcane +5% blight other ------- Light +4 Unleash nullifying energies, inflicting 177.00 Manaburn damage in radius 3 (based on Willpower), possibly silencing creatures in the area for 6 turns. Uses 21 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Unique lite (0.0 Encumbrance) Arcane Power While equipped: Stats +4Str +4Dex +4Mag +4Wil +4Cun +4Con -5Lck offense ------ Spellpower +12 (+3 eff.) Physical Power +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 56 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.86 cold damage and 6.86 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() T3Rare digger /tool (3.0 Encumbrance) Nature Power Keywords: woodsman While equipped: Stats +2Str +4Dex +7Mag +10Wil offense ------ Damage Change +8% nature When Hit 8 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +12% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: Stats +6Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: Stats +6Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: Stats +6Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() Quest orb (1.0 Encumbrance) Unknown Power Activate a portal. Uses 7 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. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: Stats +6Dex 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. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
![]() Quest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
![]() Quest rod /charm (2.0 Encumbrance) Unknown Power Recall the user to the worldmap after 40 turns. Uses 140 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. |
![]() Unique rod /charm (2.0 Encumbrance) Nature Power Shoot a bolt of spydric poison out to range 8, dealing 355.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() T3Ego+ torque /charm (2.0 Encumbrance) Psionic Power Keywords: overpower/mindblast Blast the opponent's mind dealing 410 mind damage and silencing them for 4 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() T3Random Unique totem /charm (2.0 Encumbrance) Nature Power Keywords: piercing/healing/soothing/powerful While equipped: offense ------ Damage Change +15% arcane defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 11 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. 100% to heal for 71. Natural totems are made by powerful wilders to store nature power. |
![]() T5Random Unique totem /charm (2.0 Encumbrance) Nature Power Keywords: soothing/cleansing/evasive/stinging While equipped: Stats +1Dex +2Mag +2Con offense ------ Damage Change +9% light defense ------ Crit Resistance 5.00% other ------- Light +3 Sting an enemy dealing 578 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 49. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() T5Unique totem /charm (2.0 Encumbrance) Nature Power/Antimagic Power While equipped: Stats +10Wil offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 56% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+6 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Quest heart /corpse (0.0 Encumbrance) Arcane Power Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
![]() Unique forbidden /tome (2.0 Encumbrance) Unknown Power Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Unique forbidden /tome (2.0 Encumbrance) Unknown Power Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Rogan the Cornac Berserker level 35
34th Pyre 124th year of Ascendancy at 08:47 see stats
By Rogan the Cornac Berserker level 50
5th Dusk 125th year of Ascendancy at 12:28 see stats
By Rogan the Cornac Berserker level 34
5th Decay 123rd year of Ascendancy at 09:21 see stats
By Rogan the Cornac Berserker level 14
43rd Dusk 122nd year of Ascendancy at 00:21 see stats
By Rogan the Cornac Berserker level 40
5th Regrowth 125th year of Ascendancy at 14:00 see stats
By Rogan the Cornac Berserker level 40
10th Allure 125th year of Ascendancy at 18:18 see stats
By Rogan the Cornac Berserker level 50
2nd Haze 125th year of Ascendancy at 14:50 see stats
By Rogan the Cornac Berserker level 14
47th Dusk 122nd year of Ascendancy at 23:54 see stats
By Rogan the Cornac Berserker level 48
2nd Dusk 125th year of Ascendancy at 01:21 see stats
By Rogan the Cornac Berserker level 41
14th Regrowth 125th year of Ascendancy at 09:13 see stats
By Rogan the Cornac Berserker level 37
62nd Pyre 124th year of Ascendancy at 04:22 see stats
By Rogan the Cornac Berserker level 50
6th Dusk 125th year of Ascendancy at 12:33 see stats
By Rogan the Cornac Berserker level 22
8th Regrowth 123rd year of Ascendancy at 03:17 see stats
By Rogan the Cornac Berserker level 17
1st Haze 122nd year of Ascendancy at 11:21 see stats
By Rogan the Cornac Berserker level 22
18th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Rogan the Cornac Berserker level 36
60th Pyre 124th year of Ascendancy at 01:38 see stats
By Rogan the Cornac Berserker level 50
37th Dusk 125th year of Ascendancy at 01:05 see stats
By Rogan the Cornac Berserker level 41
14th Regrowth 125th year of Ascendancy at 21:52 see stats
By Rogan the Cornac Berserker level 50
33rd Dusk 125th year of Ascendancy at 22:21 see stats
By Rogan the Cornac Berserker level 30
45th Haze 123rd year of Ascendancy at 01:13 see stats
By Rogan the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 12:37 see stats
By Rogan the Cornac Berserker level 20
47th Haze 122nd year of Ascendancy at 21:28 see stats
By Rogan the Cornac Berserker level 30
41st Haze 123rd year of Ascendancy at 08:23 see stats
By Rogan the Cornac Berserker level 40
6th Allure 125th year of Ascendancy at 21:50 see stats
By Rogan the Cornac Berserker level 50
5th Dusk 125th year of Ascendancy at 11:28 see stats
By Rogan the Cornac Berserker level 38
48th Dusk 124th year of Ascendancy at 09:09 see stats
By Rogan the Cornac Berserker level 50
35th Dusk 125th year of Ascendancy at 09:11 see stats
By Rogan the Cornac Berserker level 50
3rd Haze 125th year of Ascendancy at 21:08 see stats
By Rogan the Cornac Berserker level 35
59th Pyre 124th year of Ascendancy at 04:41 see stats
By Rogan the Cornac Berserker level 21
6th Regrowth 123rd year of Ascendancy at 23:57 see stats
By Rogan the Cornac Berserker level 39
38th Haze 124th year of Ascendancy at 03:36 see stats
By Rogan the Cornac Berserker level 50
3rd Haze 125th year of Ascendancy at 21:06 see stats
By Rogan the Cornac Berserker level 10
8th Mirth 122nd year of Ascendancy at 07:08 see stats
By Rogan the Cornac Berserker level 50
34th Dusk 125th year of Ascendancy at 15:31 see stats
By Rogan the Cornac Berserker level 26
6th Haze 123rd year of Ascendancy at 01:13 see stats
By Rogan the Cornac Berserker level 23
4th Pyre 123rd year of Ascendancy at 05:05 see stats
By Rogan the Cornac Berserker level 46
9th Mirth 125th year of Ascendancy at 06:22 see stats
By Rogan the Cornac Berserker level 50
55th Dusk 125th year of Ascendancy at 18:33 see stats
By Rogan the Cornac Berserker level 23
3rd Pyre 123rd year of Ascendancy at 08:19 see stats
By Rogan the Cornac Berserker level 45
7th Mirth 125th year of Ascendancy at 19:29 see stats
By Rogan the Cornac Berserker level 17
1st Time of Equilibrium 122nd year of Ascendancy at 18:30 see stats
By Rogan the Cornac Berserker level 33
4th Decay 123rd year of Ascendancy at 22:37 see stats
Log
Rogan hits Elandar for 83 mind, 343 physical (426 total damage).
Elandar casts Flameshock.
Elandar's spell attains critical power!
Rogan resists the searing flame!
Rogan gains 1% of a turn from Ancestral Life.
Bleeding from Rogan hits Elandar for 167 mind, 343 physical (510 total damage).
Rogan seems to relax.
Rogan looks ready to tear their foes apart.
Talent Irresistible Sun is ready to use.
Berserker Rage's rage awakens!
--------------------------------
Rogan uses Fearless Cleave.
Rogan performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Rogan hits Elandar for 62 mind, 253 physical (315 total damage).
Rogan gains 1% of a turn from Ancestral Life.
Rogan killed Elandar!
Berserker Rage's rage subsides!
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving game...
Rogan no longer revels in blood quite so much.
Saving done.