











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.3Official 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:
Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Retro Kit 1.6.0Re-adds various useful 1.5-vintage items that were removed in the 1.6 game release. Currently supports:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nur Kit 1.6.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 830% |
| Size | medium |
| Lifes / Deaths | / 4 |
Primary Stats
| Strength | 165 (base 60) |
| Dexterity | 100 (base 39) |
| Constitution | 90 (base 9) |
| Magic | 157 (base 66) |
| Willpower | 79 (base 14) |
| Cunning | 128 (base 54) |
Resources
| Life | 1803/1501 |
| Positive | 67/197 |
| Stamina | 419/419 |
| Healing Factor | 1.46181587164 |
| Regeneration | 0.36545396791 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 25 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 333 |
| Accuracy | 80 |
| Crit Chance | 92% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 87% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +3% |
| Physical | +10% |
| Blight | +7% |
| Arcane | +6% |
| Mind | +6% |
| All | +0% |
Offense: Damage Penetration
| Acid | +35% |
| Light | +17% |
| Blight | +20% |
| Darkness | +20% |
| Mind | +20% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 66.256164875111 (89.165147400977%) |
| Defense | 44 |
| Ranged Defense | 51 |
| Fatigue | 35 |
| Physical Save | 49 |
| Spell Save | 57 |
| Mental Save | 58 |
Defense: Resistances
| Physical | 24%( 70%) |
| Acid | 70%( 70%) |
| Light | 21%( 70%) |
| Lightning | 49%( 70%) |
| Darkness | 10%( 70%) |
| Arcane | 9%( 70%) |
| Fire | 52%( 70%) |
| All | 5%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Confusion Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 75% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 177 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 521 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 895% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.70 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the &039; and it seems to have decided to like you. | done |
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& And now for a grave | 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 |
Back and there again | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5. | 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 &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders&LIGHT_GREENWHITELIGHT_GREEN039;Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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&LIGHT_GREEN | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj&039;s new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
The Doom of the 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | pair of hardened leather boots &039; (0 def, 3 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 acid Changes stats: +8 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% acid Changes damage: +23% acid / +6% arcane / +7% blight Disease immunity: +33% Spellpower: +8 (+2 eff.) Movement speed: +50% A pair of boots made of leather. This item has been sent to the Item& |
| Light source | Eldritch PearlRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 40.42 cold damage and 44.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item& |
| On head | Vorylewe (7 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +4 (+0 eff.) Armour: +5 Defense: +7 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 45% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 blight Changes stats: +9 Str / +5 Dex / +9 Cun / +6 Con Changes resistances: +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item& |
| On hands | Dakhtun&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item& |
| Tool | Dairahor the stralite torque of clear mind [power 4] (25 cooldown)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +30 (+5 eff.) Armour: +12 Stamina each turn: +3.00 Only die when reaching: -80.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item& |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | BeamerRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +10 Str / +8 Mag / +4 Wil / +7 Cun / +10 Con Changes resistances penetration: +20% mind Mental save: +12 (+3 eff.) Blindness immunity: +50% Confusion immunity: +50% Stamina each turn: +3.55 Maximum hate: +11.83 Spellpower: +15 (+3 eff.) Mental crit. chance: +5% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings make your fingers look great! This item has been sent to the Item& |
| Around neck | The Far-HandRequires: - Level 15 Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (183). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. This item has been sent to the Item& |
| In main hand | Toxinrazor the voratun greatsword (86-137 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.0 - 137.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +8 nature When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +13 Str / +19 Dex / +16 Mag / +17 Wil / +23 Cun / +16 Con Changes damage: +6% mind Mental save: +3 (+1 eff.) Mental crit. chance: +4% Massive two-handed swords. This item has been sent to the Item& |
| Around waist | Emblem of EvasionRequires: - Level 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 56 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. This item has been sent to the Item& |
| In off hand | Hellion (0 def, 10 armour, 70-84 power, 194.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +36 acid / +20 fire / +28 physical When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 36% chance to reduce armor by 45% Damage when hit (Melee): 19 fire Changes stats: +7 Str / +4 Wil / +2 Cun / +16 Con Changes resistances: +40% acid / +20% fire / +6% darkness / +20% physical Changes resistances penetration: +20% darkness Talent granted: +1 Block Reduces incoming crit damage: 10.00% Maximum life: +40.00 Slows Projectiles: +29% Bonus block near projectiles: +96 Handheld deflection devices. This item has been sent to the Item& |
| Cloak | Botje (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +8 Dex / +12 Mag / +16 Wil / +4 Cun / +6 Con Changes resistances penetration: +20% blight Talent mastery: +0.40 Technique / Combat training Critical mult.: +15.00% Spell save: +30 (+8 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +1.30 Mana when firing critical spell: +2.37 Maximum mana: +76.00 Spell crit. chance: +8% Mindpower: +10 (+3 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item& |
| Main armor | Govea (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +16 Fatigue: +22% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire Changes stats: +16 Str / +9 Mag / +12 Wil / +7 Con Changes resistances: +36% acid / +30% fire / +47% lightning Changes resistances penetration: +20% acid Mental save: +21 (+6 eff.) Maximum life: +88.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +10% Mindpower: +22 (+6 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. This item has been sent to the Item& |
Inventory
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
BeamerRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +10 Str / +8 Mag / +4 Wil / +7 Cun / +10 Con Changes resistances penetration: +20% mind Mental save: +12 (+3 eff.) Blindness immunity: +50% Confusion immunity: +50% Stamina each turn: +3.55 Maximum hate: +11.83 Spellpower: +15 (+3 eff.) Mental crit. chance: +5% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings make your fingers look great! This item has been sent to the Item& |
Champion&Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 85 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item& |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Miniature R2D2 =keep= Miniature R2D2 =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
iron pickaxe of endurance (dig speed 38 turns) =digger=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) =keep=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Distant Sun tried to force you to open the portal to bring it forth onto Eyal.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Far Out 2 the Shalore Sun Paladin level 28
45th Regrowth 123rd year of Ascendancy at 07:55 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Far Out 2 the Shalore Sun Paladin level 28
43rd Regrowth 123rd year of Ascendancy at 10:11 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Far Out 2 the Shalore Sun Paladin level 32
67th Regrowth 123rd year of Ascendancy at 02:24 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Far Out 2 the Shalore Sun Paladin level 46
15th Dusk 123rd year of Ascendancy at 11:36 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Far Out 2 the Shalore Sun Paladin level 21
5th Regrowth 123rd year of Ascendancy at 12:10 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Far Out 2 the Shalore Sun Paladin level 9
52nd Dusk 122nd year of Ascendancy at 03:54 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By Far Out 2 the Shalore Sun Paladin level 41
1st Flare 123rd year of Ascendancy at 09:46 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Far Out 2 the Shalore Sun Paladin level 38
62nd Pyre 123rd year of Ascendancy at 04:41 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Far Out 2 the Shalore Sun Paladin level 30
62nd Regrowth 123rd year of Ascendancy at 17:38 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Far Out 2 the Shalore Sun Paladin level 40
6th Mirth 123rd year of Ascendancy at 06:37 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Far Out 2 the Shalore Sun Paladin level 18
52nd Haze 122nd year of Ascendancy at 21:54 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Far Out 2 the Shalore Sun Paladin level 20
8th Allure 123rd year of Ascendancy at 16:07 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Far Out 2 the Shalore Sun Paladin level 35
38th Pyre 123rd year of Ascendancy at 21:02 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Far Out 2 the Shalore Sun Paladin level 49
34th Dusk 123rd year of Ascendancy at 20:27 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Far Out 2 the Shalore Sun Paladin level 39
62nd Pyre 123rd year of Ascendancy at 06:17 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Far Out 2 the Shalore Sun Paladin level 29
61st Regrowth 123rd year of Ascendancy at 07:50 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Far Out 2 the Shalore Sun Paladin level 47
15th Dusk 123rd year of Ascendancy at 12:10 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Far Out 2 the Shalore Sun Paladin level 46
8th Dusk 123rd year of Ascendancy at 14:58 see stats
Last Instant of Sanity (Exploration mode)
Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent your mad patron sun from burning the world in a searing flash.By Far Out 2 the Shalore Sun Paladin level 50
36th Dusk 123rd year of Ascendancy at 06:58 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Far Out 2 the Shalore Sun Paladin level 10
58th Dusk 122nd year of Ascendancy at 13:04 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Far Out 2 the Shalore Sun Paladin level 20
7th Allure 123rd year of Ascendancy at 18:00 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Far Out 2 the Shalore Sun Paladin level 30
62nd Regrowth 123rd year of Ascendancy at 11:47 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Far Out 2 the Shalore Sun Paladin level 40
5th Mirth 123rd year of Ascendancy at 20:46 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Far Out 2 the Shalore Sun Paladin level 50
35th Dusk 123rd year of Ascendancy at 07:15 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Far Out 2 the Shalore Sun Paladin level 4
76th Pyre 122nd year of Ascendancy at 22:28 see stats
May the 4th be with you!
.By Far Out 2 the Shalore Sun Paladin level 32
70th Regrowth 123rd year of Ascendancy at 16:05 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Far Out 2 the Shalore Sun Paladin level 46
8th Dusk 123rd year of Ascendancy at 22:03 see stats
Portal destroyer (Exploration mode)
Fought the two Sorcerers and closed one invocation portal.By Far Out 2 the Shalore Sun Paladin level 50
36th Dusk 123rd year of Ascendancy at 06:57 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Far Out 2 the Shalore Sun Paladin level 49
26th Dusk 123rd year of Ascendancy at 00:50 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Far Out 2 the Shalore Sun Paladin level 18
57th Haze 122nd year of Ascendancy at 12:07 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Far Out 2 the Shalore Sun Paladin level 35
41st Pyre 123rd year of Ascendancy at 14:27 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Far Out 2 the Shalore Sun Paladin level 18
8th Decay 122nd year of Ascendancy at 18:43 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Far Out 2 the Shalore Sun Paladin level 30
62nd Regrowth 123rd year of Ascendancy at 18:47 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Far Out 2 the Shalore Sun Paladin level 18
53rd Haze 122nd year of Ascendancy at 06:11 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Far Out 2 the Shalore Sun Paladin level 8
43rd Dusk 122nd year of Ascendancy at 11:20 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Far Out 2 the Shalore Sun Paladin level 18
53rd Haze 122nd year of Ascendancy at 06:11 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Far Out 2 the Shalore Sun Paladin level 50
36th Dusk 123rd year of Ascendancy at 06:58 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Far Out 2 the Shalore Sun Paladin level 46
8th Dusk 123rd year of Ascendancy at 22:03 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Far Out 2 the Shalore Sun Paladin level 6
39th Dusk 122nd year of Ascendancy at 01:38 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Far Out 2 the Shalore Sun Paladin level 26
21st Regrowth 123rd year of Ascendancy at 01:31 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Far Out 2 the Shalore Sun Paladin level 18
57th Haze 122nd year of Ascendancy at 11:04 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Far Out 2 the Shalore Sun Paladin level 27
43rd Regrowth 123rd year of Ascendancy at 03:45 see stats
Log
High Sun Paladin Aeryn receives 66 healing from High Sun Paladin Aeryn&LAST039;s ice storm area effect hits High Sun Paladin Aeryn for (63 absorbed), 0 cold (0 total damage).
Thaurhereg&1133F3LASTLASTLASTLASTLAST039;s solar fury subsides.
Far Out 2 stops burning.
Quest &039; is done! (Press &039; to see the quest log)
Personal New Achievement: Portal destroyer (Exploration mode)!
Quest &039; status updated! (Press &039; to see the quest log)
Talent Fearless Cleave is ready to use.
Talent Flash of the Blade is ready to use.
Talent Dig is ready to use.
Talent Barrier is ready to use.
Far Out 2 hits Elandar for 55 light, 37 fire, 110 light, 55 light, 27 physical (286 total damage).
Searing Sight hits Elandar for 32 light damage.
Acid Splash from Argoniel hits Far Out 2 for (8 absorbed), 0 acid (0 total damage).
Searing Sight killed Elandar!
High Sun Paladin Aeryn resists!
High Sun Paladin Aeryn receives 66 healing from High Sun Paladin Aeryn&LAST039;s ice storm area effect hits High Sun Paladin Aeryn for (63 absorbed), 0 cold (0 total damage).
Quest &039; status updated! (Press &039; to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Last Instant of Sanity (Exploration mode)!
Personal New Achievement: The Sun Still Shines (Exploration mode)!
Saving game...
Saving done.
















































































