










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Exponential Leveling 1.4.8Exponential 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
Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Zephyr 1.5.5 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. 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: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.5.0Donators/Buyers bonus! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 222% |
| Size | big |
| Lifes / Deaths | Killed by Aeraribeth the gloomy wolf at level 14 on the 10th Flare 122nd year of Ascendancy at 18:31 4 / 3Killed by Isymitha the elven cultist at level 29 on the 17th Haze 122nd year of Ascendancy at 22:12 Killed by Eilinyriath the ghast at level 50 on the 40th Regrowth 123rd year of Ascendancy at 01:36 |
Primary Stats
| Strength | 74 (base 33) |
| Dexterity | 95 (base 60) |
| Constitution | 75 (base 60) |
| Magic | 67 (base 60) |
| Willpower | 76 (base 60) |
| Cunning | 46 (base 24) |
Resources
| Mana | 609/609 |
| Negative | 387/387 |
| Life | 5354/5354 |
| Positive | 382/382 |
| Stamina | 637/637 |
| Healing Factor | 2.5 |
| Regeneration | 72.625 |
Speed
| Mental | +28.2% |
| Attack | +28.2% |
| Movement | +153.84489665289% |
| Spell | +46.676360355148% |
| Global | +172.36921969587% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 22 |
| See Stealth | 67.210397227409 |
| See Invisible | 82.210397227409 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 221 |
| Accuracy | 81 |
| Crit Chance | 57% |
| APR | 31 |
| Speed | 0.70 |
Offense: Offhand
| Damage | 184 |
| Accuracy | 81 |
| Crit Chance | 57% |
| APR | 43 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 51% |
| Speed | 0.68177312116192 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 43% |
| Speed | 0.78003120124805 |
Offense: Damage Bonus
| Physical | +23% |
| Acid | +20% |
| Light | +29% |
| Darkness | +64% |
| Blight | +24% |
| Arcane | +30% |
| Fire | +29% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +9% |
| Cold | +12% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 59.65 (100%) |
| Defense | 82 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 59 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Physical | + 67%( 70%) |
| Cold | + 20%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 49%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 34% |
| Disarm Resistance | 38% |
| Knockback Resistance | 58% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 639 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1878% for 10 turns and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 649 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Moon magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Guidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Lunar combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shielding |
| talent | Blood of the Heavens |
| talent | Hymn Nocturnalist |
| talent | Chant of Fortitude |
| talent | Essence of Speed |
| talent | Hymn of Shadows |
| talent | Arcane Shield |
| talent | Celestial Aegis |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 42 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by Ivunor the giant brown ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +1. | done |
You failed to protect the lost warrior from death by worm that walks. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +1. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Eilinona the ghast. Escort: repented thief (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1253. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed length of troll intestine. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed warg claw. | active |
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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Geretira (8 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -3% Changes stats: +2 Str Changes resistances: +12% lightning / +6% temporal Changes damage: +6% physical Critical mult.: +15.00% Maximum encumbrance: +48 Physical save: +13 (+3 eff.) Spell crit. chance: +2% Healing mod.: +20% A pair of boots made of leather. |
| Light source | Ce'Nomitta the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Defense: +30 (+6 eff.) Changes resistances: +24% light / +2% physical Changes damage: +15% blight / +9% acid / +12% arcane / +28% darkness Damage affinity(heal): +10% darkness Physical save: +40 (+8 eff.) Spell save: +40 (+10 eff.) Mental save: +40 (+9 eff.) Blindness immunity: +15% Light radius: +4 Infravision radius: +9 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 5.2 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 355.46 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Gidodil the drakeskin leather cap (0 def, 5 armour)Requires: Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +28 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +19 Str / +16 Wil Changes resistances: +36% physical Changes damage: +9% physical Grants telepathy: Dragon Physical save: +39 (+8 eff.) Mental crit. chance: +3% A cap made of leather. |
| On hands | Elanor the drakeskin leather gloves (6 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Physical power: +20 (+3 eff.) Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 13 acid Damage when hit (Melee): 8 physical Changes stats: +5 Str / +9 Dex / +3 Mag / +9 Cun / +3 Con Changes resistances: +10% acid Changes damage: +11% acid / +9% blight Spell save: +12 (+3 eff.) Mana each turn: +0.40 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | Neressra the FlashbreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% lightning / +12% temporal / +9% nature Disease immunity: +15% Disarm immunity: +38% Pinning immunity: +34% Knockback immunity: +48% Maximum life: +38.00 Rings can have magical properties. |
| On fingers | Belugas the PhoenixschismCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +21% fire / +6% cold / +12% nature / +6% darkness Physical save: +16 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+4 eff.) Silence immunity: +10% Knockback immunity: +10% Rings can have magical properties. |
| Around neck | voratun amulet 'Toritir'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +12 (+2 eff.) Changes stats: +13 Dex / +11 Lck / +4 Con Reduces incoming crit damage: 10.00% Blindness immunity: +22% Infravision radius: +7 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
| In main hand | Nakath the voratun dagger (50.5-65.65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 40% Wil, 0% Str, 140% Mag, 0% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +59% Damage (Melee): +15 temporal Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Damage when hit (Melee): 16 temporal Changes stats: +2 Str / +5 Dex Changes resistances: +16% temporal Life regen: +0.80 Sharp, short and deadly. |
| Around waist | drakeskin leather belt 'Betunn'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con / +9 Lck Changes resistances: +12% light / +6% temporal Trap disarming bonus: +24 Stealth bonus: +11 Physical save: +12 (+3 eff.) Life regen: +3.60 Only die when reaching: -80.00 life Infravision radius: +5 Healing mod.: +19% Size category: +1 A belt that goes around your waist. |
| In off hand | Shtoinker (50.5-65.65 power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 40% Wil, 0% Str, 140% Mag, 0% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +45% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +22 ice / +4 mind When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +12 Changes stats: +6 Str / +3 Cun Changes resistances: +6% light Changes resistances penetration: +12% cold Changes damage: +8% physical Grants telepathy: Dragon Humanoid/Orc Stamina when hit: +2.00 Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
| Cloak | Ivota the Tempestsin (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Fatigue: -2% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +5 Cun / +3 Dex Changes resistances: +12% darkness Changes resistances penetration: +9% darkness Changes damage: +7% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +14 Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Huridrakor' (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 8 fire Damage when hit (Melee): 16 arcane Changes resistances: +25% lightning / +23% physical / +24% fire Changes resistances penetration: +10% arcane Changes damage: +18% arcane Life regen: +12.20 Maximum life: +59.00 Healing mod.: +24% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (absorb and reflect 435 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 435 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (454.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Inflicts 454.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 54 power out of 100/100. The very essence of bearness! |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Brugh the Cornac Adventurer level 46
10th Allure 123rd year of Ascendancy at 23:09 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brugh the Cornac Adventurer level 32
40th Haze 122nd year of Ascendancy at 09:45 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Brugh the Cornac Adventurer level 46
9th Allure 123rd year of Ascendancy at 06:50 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Brugh the Cornac Adventurer level 50
12nd Regrowth 123rd year of Ascendancy at 04:45 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Brugh the Cornac Adventurer level 40
4th Allure 123rd year of Ascendancy at 15:21 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Brugh the Cornac Adventurer level 49
8th Regrowth 123rd year of Ascendancy at 04:50 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Brugh the Cornac Adventurer level 20
74th Dusk 122nd year of Ascendancy at 05:28 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Brugh the Cornac Adventurer level 36
72nd Haze 122nd year of Ascendancy at 16:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Brugh the Cornac Adventurer level 14
16th Dusk 122nd year of Ascendancy at 23:06 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Brugh the Cornac Adventurer level 48
5th Regrowth 123rd year of Ascendancy at 19:13 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Brugh the Cornac Adventurer level 34
57th Haze 122nd year of Ascendancy at 05:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Brugh the Cornac Adventurer level 24
12nd Haze 122nd year of Ascendancy at 01:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brugh the Cornac Adventurer level 36
80th Haze 122nd year of Ascendancy at 18:42 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brugh the Cornac Adventurer level 32
40th Haze 122nd year of Ascendancy at 09:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Brugh the Cornac Adventurer level 50
12nd Regrowth 123rd year of Ascendancy at 09:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Brugh the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 09:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Brugh the Cornac Adventurer level 20
73rd Dusk 122nd year of Ascendancy at 22:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Brugh the Cornac Adventurer level 30
18th Haze 122nd year of Ascendancy at 16:57 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Brugh the Cornac Adventurer level 40
2nd Allure 123rd year of Ascendancy at 14:22 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Brugh the Cornac Adventurer level 50
11st Regrowth 123rd year of Ascendancy at 18:29 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Brugh the Cornac Adventurer level 15
59th Dusk 122nd year of Ascendancy at 03:13 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Brugh the Cornac Adventurer level 31
20th Haze 122nd year of Ascendancy at 00:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Brugh the Cornac Adventurer level 48
5th Regrowth 123rd year of Ascendancy at 17:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Brugh the Cornac Adventurer level 31
24th Haze 122nd year of Ascendancy at 23:26 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Brugh the Cornac Adventurer level 48
5th Regrowth 123rd year of Ascendancy at 20:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Brugh the Cornac Adventurer level 8
8th Mirth 122nd year of Ascendancy at 21:27 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Brugh the Cornac Adventurer level 32
40th Haze 122nd year of Ascendancy at 09:45 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Brugh the Cornac Adventurer level 14
6th Dusk 122nd year of Ascendancy at 05:03 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Brugh the Cornac Adventurer level 50
31st Regrowth 123rd year of Ascendancy at 08:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Brugh the Cornac Adventurer level 24
11st Haze 122nd year of Ascendancy at 12:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Brugh the Cornac Adventurer level 16
72nd Dusk 122nd year of Ascendancy at 01:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brugh the Cornac Adventurer level 45
9th Allure 123rd year of Ascendancy at 01:08 see stats
Log
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:43.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:46.
Today is the 74th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:03.
Today is the 75th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
Today is the 76th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:10.
Today is the 77th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:13.
Today is the 78th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:30.
Today is the 79th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:33.
Ran for 68 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Today is the 80th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:50.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
You feel mildly anxious, and walk with caution.
Quest 'Back and there again' status updated! (Press 'j' to see the quest log)
Saving game...
Saving done.
Brugh deactivates Blood of the Heavens.
Brugh deactivates Arcane Shield.
Brugh deactivates Hymn of Shadows.
Brugh deactivates Celestial Aegis.
Brugh deactivates Shielding.
Brugh deactivates Hymn Nocturnalist.
Brugh deactivates Chant of Fortitude.
Brugh deactivates Essence of Speed.


























































































