











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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 Rogue stealth fix 1.5.9Minor buffs to rogue Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Additional Randart Properties 1.5.5 QuickTome: Zone Overhaul 1.5.5 Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: QuickTome: Arena Skip 1.3.1 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
QuickTome: Resource Tweaks 1.3.1 Convenient Digging 1.5.5 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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: High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Proper Possession 1.5.0
Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Orb of Communication 1.3.1 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 Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
QuickTome: Event Changes 1.3.1 Bugfix Pack 1.5.8An 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 Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). Improved Auto-explore and Rest 1.5.5Quality 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. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Square Field of Vision 1.3.1 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 Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Turn Separators v2 1.5.10Description 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: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. QuickTome: Item Tweaks 1.4.8 QuickTome: Remove Traps 1.3.1 QuickTome: Creature Changes 1.3.1 QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Melinda Tweaks 1.3.1 Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Harbinger 1.5.6 Verdant Class Pack 1.5.2Content 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 | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Phoenix Knight |
Level / Exp | 50 / 1044% |
Size | gargantuan |
Lifes / Deaths | Killed by red crystal at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:09 / 5Killed by Voreldawyn the skeleton mage at level 8 on the 1st Mirth 122nd year of Ascendancy at 18:37 Killed by Glovea the dredge at level 9 on the 2nd Mirth 122nd year of Ascendancy at 14:42 Killed by Nerarin the bandit at level 12 on the 4th Mirth 122nd year of Ascendancy at 01:11 Killed by Emivena the black mamba at level 14 on the 5th Mirth 122nd year of Ascendancy at 16:20 |
Primary Stats
Strength | 176 (base 60) |
Dexterity | 65 (base 52) |
Constitution | 96 (base 60) |
Magic | 111 (base 60) |
Willpower | 76 (base 60) |
Cunning | 80 (base 60) |
Resources
Life | 968/968 |
Mana | 377/377 |
Stamina | 341/341 |
Equilibrium | 30 |
Healing Factor | 2.2302457882285 |
Regeneration | 79.134414382248 |
Speed
Mental | +7.3500000000003% |
Attack | +7.3500000000003% |
Movement | +49% |
Spell | +7.3500000000003% |
Global | +127.93797468354% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 457 |
Accuracy | 63 |
Crit Chance | 76% |
APR | 11 |
Speed | 0.93 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 63% |
Speed | 0.93153237074988 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 51% |
Speed | 0.93153237074988 |
Offense: Damage Bonus
Mind | +16% |
Acid | +10% |
Light | +156% |
Darkness | +15% |
Blight | +10% |
Physical | +22% |
Fire | +156% |
All | +7% |
Offense: Damage Penetration
Darkness | +39% |
Light | +115% |
Fire | +115% |
Physical | +20% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 149.98359126375 (100%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 103 |
Spell Save | 91 |
Mental Save | 51 |
Defense: Resistances
Acid | + 50%( 70%) |
Physical | + 64%( 70%) |
Cold | + 23%( 50%) |
All | + 32%( 70%) |
Lightning | + 37%( 70%) |
Light | +100%(100%) |
Temporal | + 39%( 70%) |
Darkness | + 44%( 70%) |
Fire | +100%(100%) |
Mind | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Fear Resistance | 64% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 38% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 987 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 822 damage for 5 turns. Its effects scale with your Magic 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Blink drake aspect | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phoenix Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Ascendance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Weapons Master | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat Casting | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Eldritch Combat |
talent | Phoenix Soul |
talent | Glory Rising |
talent | Wildfire |
talent | Burning Wake |
talent | Phoenix Heart |
talent | Chant of Fortress |
talent | Elemental Harmony |
talent | Eldritch Aura |
talent | Phoenix Blood |
talent | Phased Wyrm |
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 have visited the Rhaloren camp. * You have visited the Scintillating Caves. * You elected not to visit the Trollmire. | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 1592. | active |
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 |
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 | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- S.pwr/crit +6 Melee+ 4 darkness Dmg.mod +3% blight Res.pen +15% darkness +20% physical Melee Ret 74 fire On Melee Ret: * 32% chance to disease * 38% chance to inflict 15% damage reduction ----- def ----- Resists +27% fire ---------- misc Mana/turn +0.12 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+2 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con +3 Lck dps ---------- Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Crit.dmg- 10.00% Max.HP +38.00 Disarm- +33% Pinning- +38% Knockbk- +38% ---------- misc Infravis +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Str +5 Dex +4 Con dps ---------- Melee+ 20 mind ----- def ----- Armour +14 Spell.save +33 (+7 eff.) Disarm- +25% Knockbk- +20% ---------- misc Telepathy Dragon Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Phys.pwr +2 (+1 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% acid Spell.save +7 (+1 eff.) Heal/summ +20 ---------- misc Size +1 On Mind Hit: 10% Mana Clash 1 A belt that goes around your waist. |
In main hand | Rising Phoenix (172% power, 4 apr) Rising Phoenix (172% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane You almost feel like it could be held in talons as easily as hands. The set is complete. Power 172% Range: 1.5x Uses 170% Mag, 56% Str Dmg Solar Fire Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +75 Solar Fire While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +15.00% Dmg.mod +90% light +80% fire Res.pen +90% light +45% fire ----- def ----- Affinity +15% fire Blind- +20% Your Fire and Light damage bonuses are added together, as are your Fire and Light damage penetration. In addition, the completed set increases your chance of triggering Eldritch Combat by 10%. 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. This item has been sent to the Item's Vault. |
On hands | Phoenix Talons (0 def, 5 armour) Phoenix Talons (0 def, 5 armour)1.5 T5 hands armor [Unique] Arcane You cannot dive upon your foes without a pair of wings. The set is complete. While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +10% Crit.mult +35.00% Dmg.mod +20% light +20% fire Res.pen +20% light +20% fire ----- def ----- Armour +5 Affinity +30% light +15% fire Blind- +20% ---------- misc Talents +1 Masterstroke Unarmed combat: Power 141% Range: 1.1x Uses 19% Str, 170% Mag, 19% Dex Dmg Solar Fire Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Melee+ +25 Solar Fire On Hit: 10% Solar Blast 5 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. This item has been sent to the Item's Vault. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+4 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+6 eff.) Spell.save +35 (+7 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 12 mind Dmg.mod +5% darkness Res.pen +14% darkness +10% mind ----- def ----- Defense +2 (+1 eff.) Resists +8% acid +18% darkness +7% fire +7% cold +7% lightning Mind.save +30 (+9 eff.) Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +10 Con dps ---------- Mind.crit +1% Melee+ 12 light Dmg.mod +3% darkness Res.pen +5% light +10% darkness Melee Ret 4 mind ----- def ----- Resists +29% mind Heal/summ +40 Confus- +50% ---------- misc Telepathy Demon/Minor Demon/Major Masteries +0.40 Technique/Shield offense +0.40 Technique/Combat Casting Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 599 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 879 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. 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 |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Inflicts 485.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +22% ---------- misc Masteries +0.16 Technique/Combat Casting Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+2 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +6 Dex +3 Mag dps ---------- S.pwr/crit +4 Melee Ret 20 temporal ----- def ----- Fatigue -10% Crit.dmg- 15.00% Anom.red +10 ---------- misc Mana/turn +0.22 Max.mana +36.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Dex +10 Mag +9 Cun +10 Con dps ---------- Mov.spd +10% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -10% Resists +3% acid +30% temporal +9% blight +3% cold +9% mind Mind.save +20 (+6 eff.) HP.reg +1.20 Blind- +38% Pinning- +55% Knockbk- +49% ---------- misc Stam/turn +1.10 Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -5% Resists +10% blight ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -5% Resists +20% acid ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% acid Acc +17 (+5 eff.) Apr +8 On Hit (Melee): * 15% chance to corrode armour by 30% * 15% chance to daze at end of turn ----- def ----- Defense +8 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.13 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% blight Melee Ret 4 fire ----- def ----- Fatigue -4% Resists +5% nature +12% blight Max.HP +42.00 HP.reg +0.80 Heal.mod +16% Poison- +12% Disease- +10% ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 200% Mag Dmg Arcane Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag Dmg Darkness Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+3 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 200% Mag Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 100% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 3.0 T1 battleaxe 2H weapon [Unique] Arcane/Nature Power 100% Range: 1.5x Uses 170% Mag, 56% Str Dmg Physical Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 107% Range: 1.5x Uses 170% Mag, 56% Str Dmg Physical Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 167% Range: 1.5x Uses 170% Mag, 56% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +45 insidious poison +4 lightning On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Phys.crit +7.0% Crit.mult +14.00% Dmg.mod +7% physical Res.pen +12% physical Apr +25 On Hit (Melee): * 30% chance to daze at end of turn Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 114% Range: 1.6x Uses 170% Mag, 56% Str Dmg Lightning Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to daze at end of turn On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Resists +6% darkness +3% fire Blind- +5% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 142% Range: 1.6x Uses 170% Mag, 56% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light +4 mind Against +7% Undead On Hit.r1 +9 fire On Crit.r2 +4 mind While equipped: ----- def ----- Resists +3% mind Massive two-handed swords. |
Low Tide (159% power, 6 apr) Low Tide (159% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Arcane The tide always comes in eventually. Power 160% Range: 1.4x Uses 150% Mag, 47% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +5 Eroding Water On 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) While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.crit +10% Crit.mult +15.00% Dmg.mod +20% nature +20% cold Res.pen +20% nature +20% cold ----- def ----- Affinity +15% cold Poison- +20% Disease- +20% 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. |
![]() 7.0 T2 shield armor [Unique] Nature When used to Attack: Power 128% Range: 1.4x Uses 200% Mag, 70% Str Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block Masteries +0.10 Wild-curse/Treant aspect The barkwood of Wrathroot, made into roughly the shape of a shield. |
Adamant (10 def, 20 armour, 100% power, 300 block) Adamant (10 def, 20 armour, 100% power, 300 block)7.0 T5 shield armor [Unique] Arcane Maybe weapons don't need to be made of metal either. When used to Attack: Power 187% Range: 1.2x Uses 150% Mag, 47% Str Dmg Nature Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +5.0% Block +300 Melee+ +25 Earth While equipped: Stats +5 Str +5 Wil dps ---------- Spell.crit +10% Crit.mult +15.00% Dmg.mod +20% nature +20% physical Res.pen +20% nature +20% physical ----- def ----- Armour +20 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +10% Resists +15% lightning +15% nature +15% mind +15% cold +15% arcane +15% fire Shield.dur +2 Shield.pwr +25% Affinity +15% nature Stun/Frz- +20% ---------- misc Talents +5 Block 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. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 150% Mag, 47% Str Dmg Darkness Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Res.pen +5% fire On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight +3% fire Spell.save +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee+ 4 nature 5 fire Ranged+ 6 fire Dmg.mod +18% nature Res.pen +10% fire ----- def ----- Armour +8 Defense +1 (+1 eff.) Fatigue +6% Resists +11% fire +10% physical A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +3 Cun dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% fire Max.HP +32.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of leather. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+4 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+3 eff.) Spell.save +20 (+4 eff.) Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +3 Lck +5 Cun dps ---------- Res.pen +3% all ----- def ----- Defense +1 (+1 eff.) Resists +12% temporal +11% darkness +3% arcane Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% 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. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Mag +3 Wil +4 Cun +2 Con dps ---------- Dmg.mod +3% all ----- def ----- Armour +4 Fatigue -5% Resists +9% acid Phys.save +10 (+2 eff.) ---------- misc Max.enc +30 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +6 Mag +11 Con dps ---------- Phys.crit +2.0% Spell.pwr +6 (+1 eff.) Dmg.mod +11% physical Acc +4 (+1 eff.) ----- def ----- Armour +5 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +4% Spell.save +8 (+2 eff.) HP.reg +0.40 ---------- misc Stam/turn +1.20 Max.stam +41.00 Spell.cld 10% Size +1 Heave: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Conduit (0 def, 3 armour) The Conduit (0 def, 3 armour)1.0 T5 hands armor [Unique] Arcane A great tool for conducting energy, now you need one to channel it. While equipped: Stats +10 Wil dps ---------- Spell.crit +10% Crit.mult +35.00% Dmg.mod +20% arcane +20% physical Res.pen +20% arcane +20% physical ----- def ----- Armour +3 Affinity +15% arcane Silence- +20% ---------- misc Spell.cld 10% Unarmed combat: Power 135% Range: 1.1x Uses 19% Dex, 170% Mag, 19% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +25 arcane On Hit: 10% Foundations of Evocation 5 A pair of white silk gloves embroidered with a complex runic pattern of silver threads, these gloves were worn by Galland Eagleheart in the Age of Dusk. They were said to be be a perfect conduit between the wizard and the magical energies he manipulated. After Galland passed away, the gloves were worn by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 95% Range: 1.1x Uses 19% Dex, 40% Cun, 130% Mag 19% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +11% fire Res.pen +10% physical Melee Ret 12 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 275.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. This item has been sent to the Item's Vault. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.1 T5 demonic gem [Unique] Arcane Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T1 black alchemist-gem [Normal] 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +2 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +8 Str +4 Cun dps ---------- Dmg.mod +10% mind +11% fire Acc +8 (+2 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -2% Mind.save +9 (+3 eff.) ---------- misc Light +2 Infravis +7 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee+ 20 mind 28 nature Res.pen +10% light +25% physical Melee Ret 12 light 12 nature On Hit (Melee): * Slows global speed by 33% ---------- misc Max.P.En +20.00 Max.N.En +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 0.0 orb [Plot Item] Unknown Speak with someone. Uses 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Umdi the Ogre Phoenix Knight level 30
6th Flare 122nd year of Ascendancy at 13:41 see stats
By Umdi the Ogre Phoenix Knight level 18
9th Mirth 122nd year of Ascendancy at 18:32 see stats
By Umdi the Ogre Phoenix Knight level 30
6th Flare 122nd year of Ascendancy at 12:04 see stats
By Umdi the Ogre Phoenix Knight level 35
2nd Dusk 122nd year of Ascendancy at 19:53 see stats
By Umdi the Ogre Phoenix Knight level 45
11st Dusk 122nd year of Ascendancy at 07:18 see stats
By Umdi the Ogre Phoenix Knight level 33
10th Flare 122nd year of Ascendancy at 06:51 see stats
By Umdi the Ogre Phoenix Knight level 31
7th Flare 122nd year of Ascendancy at 15:09 see stats
By Umdi the Ogre Phoenix Knight level 20
1st Summertide 122nd year of Ascendancy at 07:48 see stats
By Umdi the Ogre Phoenix Knight level 50
14th Dusk 122nd year of Ascendancy at 00:40 see stats
By Umdi the Ogre Phoenix Knight level 25
3rd Flare 122nd year of Ascendancy at 01:43 see stats
By Umdi the Ogre Phoenix Knight level 43
8th Dusk 122nd year of Ascendancy at 20:38 see stats
By Umdi the Ogre Phoenix Knight level 18
9th Mirth 122nd year of Ascendancy at 18:05 see stats
By Umdi the Ogre Phoenix Knight level 10
2nd Mirth 122nd year of Ascendancy at 15:49 see stats
By Umdi the Ogre Phoenix Knight level 20
1st Summertide 122nd year of Ascendancy at 01:00 see stats
By Umdi the Ogre Phoenix Knight level 30
6th Flare 122nd year of Ascendancy at 12:01 see stats
By Umdi the Ogre Phoenix Knight level 40
6th Dusk 122nd year of Ascendancy at 19:27 see stats
By Umdi the Ogre Phoenix Knight level 50
14th Dusk 122nd year of Ascendancy at 00:37 see stats
By Umdi the Ogre Phoenix Knight level 42
8th Dusk 122nd year of Ascendancy at 03:18 see stats
By Umdi the Ogre Phoenix Knight level 36
4th Dusk 122nd year of Ascendancy at 02:42 see stats
By Umdi the Ogre Phoenix Knight level 23
1st Flare 122nd year of Ascendancy at 18:54 see stats
By Umdi the Ogre Phoenix Knight level 31
8th Flare 122nd year of Ascendancy at 05:33 see stats
By Umdi the Ogre Phoenix Knight level 19
10th Mirth 122nd year of Ascendancy at 17:36 see stats
By Umdi the Ogre Phoenix Knight level 10
3rd Mirth 122nd year of Ascendancy at 11:11 see stats
By Umdi the Ogre Phoenix Knight level 35
1st Dusk 122nd year of Ascendancy at 01:51 see stats
By Umdi the Ogre Phoenix Knight level 50
14th Dusk 122nd year of Ascendancy at 00:39 see stats
By Umdi the Ogre Phoenix Knight level 18
9th Mirth 122nd year of Ascendancy at 18:32 see stats
By Umdi the Ogre Phoenix Knight level 44
10th Dusk 122nd year of Ascendancy at 14:04 see stats
By Umdi the Ogre Phoenix Knight level 50
14th Dusk 122nd year of Ascendancy at 00:40 see stats
By Umdi the Ogre Phoenix Knight level 23
1st Flare 122nd year of Ascendancy at 20:47 see stats
By Umdi the Ogre Phoenix Knight level 17
8th Mirth 122nd year of Ascendancy at 17:59 see stats
By Umdi the Ogre Phoenix Knight level 10
2nd Mirth 122nd year of Ascendancy at 15:49 see stats
By Umdi the Ogre Phoenix Knight level 28
5th Flare 122nd year of Ascendancy at 22:57 see stats
By Umdi the Ogre Phoenix Knight level 50
16th Dusk 122nd year of Ascendancy at 20:08 see stats
Log
You gain 0.79 gold from the transmogrification of acidic voratun shield of temporal resistance (+17%) (12 def, 3 armour, 100% power, 181.5 block).
You gain 1.50 gold from the transmogrification of Obstinate Force (15 def, 8 armour, 100% power, 220 block).
You gain 0.82 gold from the transmogrification of Frozen Shards (25/25, 139% power, 15 apr).
You gain 0.38 gold from the transmogrification of quiver of dragonbone arrows of annihilation (21/21, 179% power, 36 apr).
You gain 0.23 gold from the transmogrification of quiver of dragonbone arrows of accuracy (21/21, 164% power, 18 apr).
You gain 3.44 gold from the transmogrification of stralite ritual blade 'Layegamina' (125% power, 9 apr).
You gain 0.39 gold from the transmogrification of nature's pulsing mindstar (108% power, 32 apr, nature damage).
You gain 0.96 gold from the transmogrification of thunderous dwarven-steel dagger (117% power, 7 apr).
You gain 0.47 gold from the transmogrification of insidious stralite longsword (146% power, 5 apr).
You gain 0.37 gold from the transmogrification of flaming stralite longsword of massacre (157% power, 5 apr).
You gain 3.60 gold from the transmogrification of voratun greatmaul 'Sunmonster' (177% power, 4 apr).
You gain 0.87 gold from the transmogrification of flaming stralite greatmaul of vileness (165% power, 3 apr).
You gain 0.39 gold from the transmogrification of acidic stralite greatmaul of massacre (185% power, 3 apr).
You gain 1.00 gold from the transmogrification of hateful stralite battleaxe of daylight (152% power, 3 apr).
You gain 0.68 gold from the transmogrification of balanced dwarven-steel battleaxe of massacre (152% power, 2 apr).
You gain 0.68 gold from the transmogrification of dragonbone magestaff of fate (136% power, 6 apr, arcane element).
You gain 0.36 gold from the transmogrification of movement infusion of the titan (1016% speed; 8 turns).
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.
Umdi deactivates Phoenix Soul.
Umdi deactivates Elemental Harmony.
Umdi deactivates Phased Wyrm.
Umdi deactivates Phoenix Blood.
Umdi deactivates Chant of Fortress.
Umdi deactivates Burning Wake.
Umdi deactivates Wildfire.
Umdi deactivates Phoenix Heart.
Umdi deactivates Glory Rising.
Umdi deactivates Eldritch Aura.
Umdi deactivates Eldritch Combat.