











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Remove Traps 1.3.1 No Achievement Pop-ups 1.5.5This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Additional Randart Properties 1.5.5 QuickTome: Zone Overhaul 1.5.5 Cat Point Cap Boost 1.5.5 QuickTome: Arena Skip 1.3.1 QuickTome: Creature Changes 1.3.1 No Item Decay 1.3.1 QuickTome: Resource Tweaks 1.3.1 Convenient Digging 1.5.5 Minstars 1.5.5 QuickTome: Item Tweaks 1.4.8 Prodigy Tweaks 1.5.5 Revamped Alchemist 1.5.5 Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.5.3 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Crystalist 1.5.5 Zephyr 1.5.5 Replace Swift Hands 1.3.1 QuickTome: Event Changes 1.3.1 Bugfix Pack 1.5.5An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Half-Cost Category Mastery 1.3.1 minmay's minor mindslot mindstar modification 1.5.5 Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Square Field of Vision 1.3.1 Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Harbinger 1.5.5 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Dreamelf 1.5.5 Frendlier Fire 1.5.5 QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Orb of Communication 1.3.1 QuickTome: Melinda Tweaks 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Mana Knight |
| Level / Exp | 50 / 1956% |
| Size | medium |
| Lifes / Deaths | Killed by fire wyrm at level 43 on the 33rd Dusk 122nd year of Ascendancy at 07:56 / 2Killed by qihijaksdlfjakj at level 50 on the 62nd Dusk 122nd year of Ascendancy at 19:06 |
Primary Stats
| Strength | 59 (base 32) |
| Dexterity | 72 (base 60) |
| Constitution | 34 (base 10) |
| Magic | 117 (base 60) |
| Willpower | 101 (base 60) |
| Cunning | 41 (base 10) |
Resources
| Life | 1139/1139 |
| Mana | 579/579 |
| Stamina | 385/385 |
| Healing Factor | 1.4764705882353 |
| Regeneration | 3.0267647058824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 73 |
| Crit Chance | 74% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 73 |
| Crit Chance | 78% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 120 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +24% |
| Acid | +44% |
| Light | +36% |
| Temporal | +26% |
| Blight | +53% |
| Arcane | +164% |
| Darkness | +23% |
| All | +14% |
Offense: Damage Penetration
| Acid | +23% |
| Nature | +18% |
| Blight | +18% |
| Arcane | +115% |
| Mind | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 57.235359554753 (98.681318681319%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 30 |
| Physical Save | 67 |
| Spell Save | 92 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 94%( 94%) |
| Arcane | + 99%( 99%) |
| All | + 24%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 94%( 94%) |
| Darkness | + 66%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 19%( 54%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Silence Resistance | 46% |
| Confusion Resistance | 45% |
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -1101 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 810% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Magical Fundamentals | 1.80 |
| 3/5 |
| 3/5 |
| 6/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.80 |
| 4/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Spell / Aether | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Technique / Dual techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Mana Flare | 1.80 |
| 3/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Generic Talents
| Technique / Weapons Master | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat Casting | 1.84 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Race / Higher | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 6/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Eldritch Combat |
| talent | Fiddling With Chance |
| talent | Anime Style |
| talent | Pure Aether |
| talent | Arcane Power |
| talent | Practicing With Wards |
| talent | Eldritch Aura |
| talent | Experimental Safeguards |
| talent | Messing With Time |
| beneficial effect | The target is surrounded by a magical shield, absorbing 413/413 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You elected not to visit the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You have visited the Scintillating Caves. * You have visited the Trollmire. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 37 minutes and 16 seconds to find it! | 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 vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 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 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3468. | active |
You noticed a big storm cloud that looked kind of like a city. Or maybe it looked more like a rabbit. Anyway, the storm passed without causing any damage. Storming the city | done |
You arrived through the farportal in the Far East. Strange new world | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride and destroy their leaders. The many Prides of the Orcs* You have slain Rak'shor. * You have slain Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Welcome to Zone Overhaul! This addon greatly shortens the game, making it significantly harder. Zone Overhaul GuideIt is recommended that you complete the original Tales of Maj'Eyal at least once before using Zone Overhaul, as Zone Overhaul removes some story elements. Please note the following important changes: - Many zones are removed or shortened. - Zones now have fixed levels, and do not adjust themselves to your character level. - There are no shops except for Urthol's Wondrous Emporium. - The Brotherhood of Alchemists quest is gone, but you will receive 2 more class and generic talent points to compensate. - You will find fewer items, but they will be of higher quality. - There are no more "backup guardians". - Joining Zigur will grant you the Fungus talent category immediately. - You won't be able to enter the Infinite Dungeon. You may visit up to two of these zones Heart of the Gloom Norgos' Lair Rhaloren Camp Ruins of Kor'Pul Scintillating Caves Trollmire Other available zones Thieves' Tunnels The Maze Old Forest Daikara Temporal Rift Golem Graveyard Halfling Ruins Lake of Nur Sher'Tul Fortress Tempest Peak Dreadfell Crypt of Kryl'Feijan Mark of the Spellblaze Lost Dwarven Kingdom of Reknor Vor Armoury Rak'Vor Pride Grushbat Pride Valley of the Moon Slime Tunnels High Peak Available towns Angolwen Gates of Morning Last Hope Zigur (Your race or class may provide a few additional zones). | active |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Chargeborn the dwarven lanternRequires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 lightning Damage when hit (Melee): 20 lightning / 27 fire Changes resistances: +12% blight / +10% fire / +14% darkness Changes resistances penetration: +5% blight / +13% all Changes damage: +21% blight / +6% temporal Spellpower: +5 (+1 eff.) Spell crit. chance: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 11 turns, and deals 37 blight damage or heals 37 life. Creatures standing in the retch also have 16% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Velydhena' (0 def, 3 armour)Requires: Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +14% light / +11% darkness Changes damage: +21% arcane / +18% blight Critical mult.: +15.00% Spell save: +9 (+2 eff.) Spellpower: +8 (+1 eff.) A cap made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 0% Str, 45% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Ivethra the elven-wood wand of conjuration [power 409] (10 cooldown)Requires: Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage (Melee): 20 arcane / 20 acid Damage when hit (Melee): 20 arcane Changes resistances: +6% acid Changes damage: +27% arcane Talent granted: +4 Void Blast It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Duskblood'Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +17 Mag / +11 Wil / +6 Cun / +5 Con Spell save: +28 (+5 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +30 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +31 (+6 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +10% mind Changes damage: +7% all Critical mult.: +10.00% Mental save: +20 (+5 eff.) Spellpower: +45 (+7 eff.) Mindpower: +34 (+9 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | PlaguestreakRequires: Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 9 darkness / 9 light Effects when hit in melee: * 10% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +3 Wil Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +10% light / +9% darkness Talent mastery: +0.34 Technique / Combat Casting Mental save: +9 (+2 eff.) Confusion immunity: +20% Mindpower: +9 (+2 eff.) Talent on hit(mindpower): Poisonous Spores (5% chance level 1). Amulets can have magical properties. |
| In main hand | Telos's Staff (Top Half) (143% power, 0 apr, arcane element)Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
| Around waist | GlimmerkillRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage (Melee): 16 light Changes stats: +5 Con Changes resistances: +6% temporal / +18% light / +6% arcane Changes resistances penetration: +28% arcane Changes damage: +12% light Mental save: +15 (+4 eff.) Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
| In off hand | dragonbone starstaff 'Flameking' (147% power, 6 apr, arcane element)Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 fire When wielded/worn: Armour penetration: +2 Armour: +14 Changes stats: +9 Con Changes resistances: +15% darkness / +15% temporal Changes damage: +38% arcane Talent granted: +1 Command Staff Life regen: +1.80 Spellpower: +29 (+4 eff.) Spell crit. chance: +5% Healing mod.: +30% Defense after a teleport: +31 Resist all after a teleport: +23% New effects duration reduction after a teleport: +41% Reduces paradox anomalies(equivalent to willpower): +24 Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Destala's Scales (10 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 3.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 51% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | stralite plate armour 'Belonik' (7 def, 13 armour)Requires: - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +19 (+4 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage (Melee): 12 acid / 44 temporal Changes stats: +9 Str / +7 Mag / +9 Wil Changes resistances: +18% lightning / +12% temporal / +6% arcane Changes resistances penetration: +20% arcane Changes damage: +15% acid / +6% temporal / +15% arcane Spellpower: +22 (+3 eff.) Spell crit. chance: +8% Mindpower: +18 (+5 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
Inventory
movement infusion of the sneak (834% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 834% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+22 for 13 turns, die at -1104)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 13 turns. While Heroism is active, you will only die when reaching -1104 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Changes damage: +18% all Confusion immunity: +30% Fear immunity: +30% Spell crit. chance: +9% Mental crit. chance: +9% Amulets can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 207.83 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Jetrend (136% power, 6 apr, fire element)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 60 fire Damage when hit (Melee): 16 darkness Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +100.00% Spell save: +3 (+0 eff.) Maximum mana: +60.00 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
dragonbone vilestaff 'Sparkpiercer' (152% power, 6 apr, fire element)Requires: Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 lightning When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Damage (Melee): 35 fire Changes stats: +4 Str / +19 Mag / +18 Cun / +11 Con Changes damage: +42% fire Talent granted: +1 Command Staff Critical mult.: +94.00% Life regen: +0.20 Vim when firing critical spell: +16.00 Maximum vim: +85.00 Maximum neg.energy: +100.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rising Phoenix (172% power, 4 apr) Rising Phoenix (172% power, 4 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. It is part of a set of items. You almost feel like it could be held in talons as easily as hands. Power: 172% Range: 1.5x Uses stats: 120% Mag, 68% Str Damage type: Solar Fire Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +75 Solar Fire When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Str / +5 Mag Changes resistances penetration: +20% light / +20% fire Changes damage: +20% light / +20% fire Damage affinity(heal): +15% fire Critical mult.: +15.00% Your Fire and Light damage bonuses (before the bonus from this weapon) are added together, as are your Fire and Light damage penetration. A golden battle-axe with blades that resemble the wings of a bird, this was the weapon of Ardain Eagleheart in the Age of Dusk. It was said to focus the full power of the sun into every spell he cast. After Ardain passed away, the axe was wielded by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Dream Malleus (168% power, 5 apr)Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 70% Wil, 70% Mag, 39% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +7.0% Physical power: +4 (+1 eff.) Changes stats: +2 Cun / +5 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Maximum psi: +50.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Butcher (159% power, 12 apr)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 159% Range: 1.4x Uses stats: 100% Mag, 56% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Ego Pierce (156% power, 6 apr) Ego Pierce (156% power, 6 apr)Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. With the right boots, an astral duel can be fought in four dimensions. Power: 156% Range: 1.4x Uses stats: 100% Mag, 56% Str Damage type: Psychic Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change Damage (Melee): +100 Psychic When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Mag Changes resistances penetration: +20% mind / +20% physical Changes damage: +20% mind / +20% physical Damage affinity(heal): +15% mind Critical mult.: +15.00% Confusion immunity: +20% A slender rapier with a blade composed of blue crystal, this was the weapon of Elria Eagleheart in the Age of Dusk. It was said to be able to strike at the mind directly, disorienting those hit by it. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Low Tide (159% power, 6 apr) Low Tide (159% power, 6 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. The tide always comes in eventually. Power: 159% Range: 1.4x Uses stats: 100% Mag, 56% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Increases your current Flow by 2 (if you do not know the Go With the Flow talent, you will gain one level in it while the mace is equipped) Damage (Melee): +5 Eroding Water When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +20% nature / +20% cold Changes damage: +20% nature / +20% cold Damage affinity(heal): +15% cold Critical mult.: +15.00% Poison immunity: +20% Disease immunity: +20% Spell crit. chance: +10% A voratun mace with a hollow head, this was one of the weapons of Tasselia Eagleheart in the Age of Dusk. It was said to gradually fill with enchanted water with each blow it struck, which the wielder could tap into to reinforce her magical defenses. After Tasselia passed away, the mace was wielded by other sea knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Grindstone (152% power, 6 apr) Grindstone (152% power, 6 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 It is part of a set of items. Maybe shields don't need to be made of metal either. Power: 152% Range: 1.4x Uses stats: 100% Mag, 56% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Imposes a stacking 10% penalty to global and movement speed Damage (Melee): +75 Earth When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Con / +5 Mag Changes resistances penetration: +20% nature / +20% physical Changes damage: +20% nature / +20% physical Damage affinity(heal): +15% nature Critical mult.: +15.00% Stun/Freeze immunity: +20% A waraxe made of heavy stone but holding a sharper edge than most weapons of steel, this was the weapon of Aethe Eagleheart in the Age of Dusk. It was said to turn any blood it drew to thick, hardening mud that would slow and hamper the injured. After Aethe passed away, the axe was wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Stormstrike (150% power, 9 apr) Stormstrike (150% power, 9 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. Strike like the wind. Power: 150% Range: 1.3x Uses stats: 51% Dex, 90% Mag, 0% Str Damage type: Lightning Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Lightning arcs to additional targets Damage (Melee): +50 lightning When wielded/worn: Changes stats: +5 Dex / +5 Wil Changes resistances penetration: +20% lightning / +20% physical Changes damage: +20% lightning / +20% physical Damage affinity(heal): +15% lightning Critical mult.: +15.00% Pinning immunity: +20% Spell crit. chance: +10% A dagger hilt from which extends a crackling bolt of lightning rather than a metal blade, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to chain between the enemies around her with every strike. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
ArmyduhellRequires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 2). When wielded/worn: Accuracy: +23 (+6 eff.) Physical crit. chance: +11.0% Physical power: +15 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +23% physical / +15% mind / +23% temporal Changes damage: +29% physical / +3% arcane / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Critical mult.: +20.00% Mental save: +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Adamant (10 def, 20 armour, 100% power, 300 block) Adamant (10 def, 20 armour, 100% power, 300 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Maybe weapons don't need to be made of metal either. When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 100% Mag, 56% Str Damage type: Nature Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +300 Damage (Melee): +25 Earth When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil Changes resistances: +15% lightning / +15% mind / +15% nature / +15% fire / +15% arcane / +15% cold Changes resistances penetration: +20% nature / +20% physical Changes damage: +20% nature / +20% physical Damage affinity(heal): +15% nature Talent granted: +5 Block Critical mult.: +15.00% Stun/Freeze immunity: +20% Spell crit. chance: +10% Damage Shield Duration: +2 Damage Shield Power: +25% A shield composed of solid enchanted gemstone, which was carried into battle by Aethe Eagleheart in the Age of Dusk. It was said to strengthen and prolong any magical shields she cast, and to offer protection against all the elements favored by her siblings. After Aethe passed away, the shield was carried by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Ethereal Boots (0 def, 5 armour) Ethereal Boots (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. With the right weapon you could really pierce your foes' egos. When wielded/worn: Armour: +5 Changes stats: +10 Wil Changes resistances penetration: +20% mind / +20% physical Changes damage: +20% mind / +20% physical Damage affinity(heal): +15% mind Critical mult.: +15.00% Confusion immunity: +20% Mindpower: +25 (+6 eff.) Mental crit. chance: +10% Each time you move you produce a radius three burst of telekinetic and telepathic energy that has a chance to concuss all enemies within for one turn, preventing them from using talents and possibly causing cross-tier brainlock. The target can resist with mental save, physical save, confusion resistance, and stun resistance, and the chance is increased with your mindpower. Activating this item is instant. It can be used to activate talent Astral Jaunt (costing 20 power out of 40/40) : Effective talent level: 7.5 Power cost: 20 out of 40/40. Range: 12 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 12 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 7 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, you no longer need line of sight to the destination when teleporting yourself. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 192% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 100% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A pair of transparent gray boots that seem to pulse with every step, these boots were worn by Elria Eagleheart in the Age of Dusk. They were said to allow her to teleport far more rapidly, and to hammer the minds of her foes both telekinetically and telepathically with every step. After Elria passed away, the boots were worn by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Phoenix Talons (0 def, 5 armour) Phoenix Talons (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. You cannot dive upon your foes without a pair of wings. When wielded/worn: Armour: +5 Changes stats: +5 Str / +5 Wil Changes resistances penetration: +20% light / +20% fire Changes damage: +20% light / +20% fire Damage affinity(heal): +30% light / +15% fire Critical mult.: +35.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 140% Range: 1.1x Uses stats: 45% Dex, 120% Mag, 0% Str Damage type: Solar Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% When this weapon hits: Solar Blast (10% chance level 5). Damage (Melee): +25 Solar Fire All Regeneration effects upon you have their durations increased by two rounds. A pair of gauntlets styled to seem covered with red, orange, white, and golden feathers, with sharp talons on the fingers, these gloves were worn by Ardain Eagleheart in the Age of Dusk. They were said to be able to convert ambient light to healing energy. After Ardain passed away, the gloves were worn by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 0% Str, 90% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Dull red runes are etched all over this blackened skull. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 6.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5. The beam also affect any creatures in its path, dealing 590.83 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 608.76 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock, costing 10 power out of 10/10. Awesome rock!!! |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By qihijaksdlfjakj the Higher Mana Knight level 34
16th Dusk 122nd year of Ascendancy at 01:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By qihijaksdlfjakj the Higher Mana Knight level 34
15th Dusk 122nd year of Ascendancy at 23:59 see stats
April's Fool! (Insane (Roguelike) difficulty)
Find the Aporia Fold Lys.By qihijaksdlfjakj the Higher Mana Knight level 50
70th Dusk 122nd year of Ascendancy at 09:00 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By qihijaksdlfjakj the Higher Mana Knight level 43
31st Dusk 122nd year of Ascendancy at 10:55 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By qihijaksdlfjakj the Higher Mana Knight level 50
42nd Dusk 122nd year of Ascendancy at 13:37 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By qihijaksdlfjakj the Higher Mana Knight level 50
58th Dusk 122nd year of Ascendancy at 07:31 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By qihijaksdlfjakj the Higher Mana Knight level 41
27th Dusk 122nd year of Ascendancy at 06:06 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By qihijaksdlfjakj the Higher Mana Knight level 30
11st Dusk 122nd year of Ascendancy at 01:57 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By qihijaksdlfjakj the Higher Mana Knight level 50
66th Dusk 122nd year of Ascendancy at 16:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By qihijaksdlfjakj the Higher Mana Knight level 29
9th Dusk 122nd year of Ascendancy at 04:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By qihijaksdlfjakj the Higher Mana Knight level 37
20th Dusk 122nd year of Ascendancy at 14:01 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By qihijaksdlfjakj the Higher Mana Knight level 50
41st Dusk 122nd year of Ascendancy at 17:22 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By qihijaksdlfjakj the Higher Mana Knight level 50
45th Dusk 122nd year of Ascendancy at 14:35 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By qihijaksdlfjakj the Higher Mana Knight level 21
4th Flare 122nd year of Ascendancy at 11:52 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By qihijaksdlfjakj the Higher Mana Knight level 43
31st Dusk 122nd year of Ascendancy at 20:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By qihijaksdlfjakj the Higher Mana Knight level 10
2nd Mirth 122nd year of Ascendancy at 11:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By qihijaksdlfjakj the Higher Mana Knight level 20
1st Flare 122nd year of Ascendancy at 21:46 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By qihijaksdlfjakj the Higher Mana Knight level 30
9th Dusk 122nd year of Ascendancy at 10:07 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By qihijaksdlfjakj the Higher Mana Knight level 40
26th Dusk 122nd year of Ascendancy at 04:06 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By qihijaksdlfjakj the Higher Mana Knight level 50
40th Dusk 122nd year of Ascendancy at 04:26 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By qihijaksdlfjakj the Higher Mana Knight level 50
40th Dusk 122nd year of Ascendancy at 15:21 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By qihijaksdlfjakj the Higher Mana Knight level 44
34th Dusk 122nd year of Ascendancy at 23:07 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By qihijaksdlfjakj the Higher Mana Knight level 21
5th Flare 122nd year of Ascendancy at 06:54 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By qihijaksdlfjakj the Higher Mana Knight level 30
9th Dusk 122nd year of Ascendancy at 19:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By qihijaksdlfjakj the Higher Mana Knight level 20
2nd Flare 122nd year of Ascendancy at 18:42 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By qihijaksdlfjakj the Higher Mana Knight level 41
27th Dusk 122nd year of Ascendancy at 08:43 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By qihijaksdlfjakj the Higher Mana Knight level 50
66th Dusk 122nd year of Ascendancy at 16:11 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By qihijaksdlfjakj the Higher Mana Knight level 50
57th Dusk 122nd year of Ascendancy at 17:47 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By qihijaksdlfjakj the Higher Mana Knight level 50
40th Dusk 122nd year of Ascendancy at 05:42 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By qihijaksdlfjakj the Higher Mana Knight level 50
66th Dusk 122nd year of Ascendancy at 16:13 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By qihijaksdlfjakj the Higher Mana Knight level 35
17th Dusk 122nd year of Ascendancy at 13:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By qihijaksdlfjakj the Higher Mana Knight level 50
57th Dusk 122nd year of Ascendancy at 06:37 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By qihijaksdlfjakj the Higher Mana Knight level 19
1st Flare 122nd year of Ascendancy at 07:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By qihijaksdlfjakj the Higher Mana Knight level 14
7th Mirth 122nd year of Ascendancy at 23:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By qihijaksdlfjakj the Higher Mana Knight level 43
33rd Dusk 122nd year of Ascendancy at 07:56 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By qihijaksdlfjakj the Higher Mana Knight level 32
14th Dusk 122nd year of Ascendancy at 14:13 see stats
Log
A shield forms around qihijaksdlfjakj.
The shield around qihijaksdlfjakj crumbles.
A shield forms around qihijaksdlfjakj.
The shield around qihijaksdlfjakj crumbles.
A shield forms around qihijaksdlfjakj.
The shield around qihijaksdlfjakj crumbles.
A shield forms around qihijaksdlfjakj.
Rested for 40 turns (stop reason: chat started).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
The shield around qihijaksdlfjakj crumbles.
A shield forms around qihijaksdlfjakj.
Saving done.
The shield around qihijaksdlfjakj crumbles.
A shield forms around qihijaksdlfjakj.
Qihijaksdlfjakj deactivates Messing With Time.
Qihijaksdlfjakj deactivates Eldritch Combat.
Qihijaksdlfjakj deactivates Arcane Power.
Qihijaksdlfjakj deactivates Practicing With Wards.
The shield around qihijaksdlfjakj crumbles.
Qihijaksdlfjakj deactivates Fiddling With Chance.
Qihijaksdlfjakj deactivates Anime Style.
Qihijaksdlfjakj deactivates Pure Aether.
Qihijaksdlfjakj deactivates Eldritch Aura.
Qihijaksdlfjakj deactivates Experimental Safeguards.





























































