












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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. Select your Escorts 1.5.10Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! White Monk 1.5.10Adds 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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Earth Knight |
| Level / Exp | 40 / 18% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 81 (base 40) |
| Dexterity | 19 (base 10) |
| Constitution | 68 (base 60) |
| Magic | 100 (base 60) |
| Willpower | 37 (base 12) |
| Cunning | 13.6 (base 10) |
Resources
| Life | 1348/1348 |
| Mana | 407/407 |
| Stamina | 229/229 |
| Healing Factor | 1.3655462184874 |
| Regeneration | 6.4863445378152 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Invisible | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 376 |
| Accuracy | 33 |
| Crit Chance | 70% |
| APR | 61 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 136 |
| Accuracy | 33 |
| Crit Chance | 62% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Lightning | +8% |
| Cold | +22% |
| Darkness | +17% |
| Blight | +14% |
| Arcane | +23% |
| Fire | +11% |
| All | +2% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +10% |
| Light | +15% |
| Physical | +42% |
| Blight | +40% |
| Arcane | +10% |
| Fire | +15% |
| Nature | +42% |
Defense: Base
| Armour (hardiness) | 72.765412916001 (100%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 69 |
| Mental Save | 22 |
Defense: Resistances
| Acid | 14%( 62%) |
| Blight | -8%( 70%) |
| Arcane | 25%( 70%) |
| Cold | 57%( 70%) |
| All | 10%( 70%) |
| Darkness | 26%( 70%) |
| Light | 34%( 70%) |
| Temporal | 31%( 70%) |
| Lightning | 31%( 70%) |
| Physical | 54%( 82%) |
| Fire | 37%( 70%) |
| Nature | -8%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 10% |
| Teleport Resistance | 50% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 750 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -726 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 832 damage for 5 turns. 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 471 damage for 7 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic stat. |
Class Talents
| Spell / Terramorphism | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Terramancy | 1.49 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.19 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Steelskin |
| talent | Refine Ore |
| talent | Eldritch Combat |
| talent | Earthen Body |
| talent | Verdant Blood |
| talent | Eldritch Aura |
| talent | Chant of Fortress |
| talent | Anime Style |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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& 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost anorithil from death by Globeth the giant carpenter ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Bethadalle the forest troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Islyvea the umber hulk. Escort: temporal explorer (level 1 of Daikara) | 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 |
Hunt for the legendary Plumpkin! | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. 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. | 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&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. * You& | 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 |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | 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&SLATEWHITESLATE There and back again | active |
Till the Blood Runs Clear | 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 | Velitira the Noonwend (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -3% Effects on melee hit: * 30% chance to blind * 15% chance to daze at end of turn Changes resistances: +7% acid / +8% fire / +10% lightning / +10% cold Changes damage: +6% lightning Maximum encumbrance: +29 Physical save: +8 (+2 eff.) Spellpower: +5 (+1 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Lisebreta (20/20, 55.5-77.7 power, 18 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 20% Str, 170% Mag, 27% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease Damage (Ranged): +16 blight Burst (radius 1) on hit: +8 blight Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern &039;Requires: Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +9% light / +6% darkness Changes resistances penetration: +5% blight Mana each turn: +0.12 Mana when firing critical spell: +2.00 Maximum life: +60.00 Spellpower: +18 (+3 eff.) Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Growrend the drakeskin leather cap (0 def, 5 armour) =stats=Requires: Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Str / +12 Wil Changes resistances: +3% temporal / +6% light / +17% cold / +22% physical / +22% fire Changes damage: +6% nature Physical save: +24 (+6 eff.) A cap made of leather. |
| On hands | drakeskin leather gloves &039; (0 def, 3 armour)Requires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+1 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +9% fire Critical mult.: +15.00% Life regen: +4.50 Stamina each turn: +1.00 Psi each turn: +0.32 Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 45.5 - 50.1 Uses stats: 16% Dex, 40% Cun, 130% Mag, 16% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +16 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bethuwe the Radianceworm (dig speed 19 turns)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +1 Dex / +4 Mag / +6 Wil Changes resistances: +12% light / +5% arcane Changes damage: +6% arcane Maximum mana: +30.00 Spell crit. chance: +6% Mental crit. chance: +8% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | EilineweRequires: Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +5 Dex / +9 Mag / +5 Wil Grants telepathy: Humanoid/Orc Spellpower: +6 (+1 eff.) Rings can have magical properties. |
| On fingers | BloodcallerRequires: Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | SplendoursmasherRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +4 Con Changes resistances penetration: +15% light Talent masteries: +0.19 Spell / Terramancy +0.19 Technique / Combat Casting Light radius: +3 Amulets can have magical properties. |
| In main hand | Trident of the Tides (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 190% Mag, 55% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 56 power out of 150/150) : Effective talent level: 3.0 Power cost: 56 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 280.24. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
| Around waist | FurnacequillRequires: Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +25% blight / +15% fire / +10% arcane Changes damage: +12% blight Critical mult.: +15.00% Maximum life: +82.00 Maximum mana: +60.00 Maximum stamina: +49.00 Maximum hate: +13.00 Maximum psi: +32.00 Maximum vim: +26.00 Maximum pos.energy: +25.00 Maximum neg.energy: +28.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
| In off hand | Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 170% Mag, 23% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 61.50 arcane and 58.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTLIGHT_GREENLASTANTIQUE_WHITE |
| Cloak | Ethereal Embrace (10 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+6 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 26 power out of 28/28) : Effective talent level: 2.2 Power cost: 26 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 150.09 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | dwarven-steel plate armour &039; (5 def, 11 armour)Requires: - Magic 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +14 (+1 eff.) Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 8 blight Changes stats: +9 Str / +5 Mag / +4 Wil / +4 Con Changes resistances: +13% lightning / +20% temporal Changes resistances penetration: +10% blight / +10% mind Maximum life: +50.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +6% Mindpower: +17 (+7 eff.) Mental crit. chance: +5% A suit of armour made of metal plates. |
Inventory
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. |
Glimmerblight the dragonbone vilestaff (30-36 power, 6 apr, physical element) =short=Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +9.0% Physical power: +13 (+1 eff.) Defense: +12 (+7 eff.) Effects on melee hit: * 20% chance to blind Damage when hit (Melee): 4 arcane Changes resistances: +12% darkness / +7% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +24 (+4 eff.) Spell crit. chance: +9% Light radius: +4 Defense after a teleport: +27 Resist all after a teleport: +18% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +22 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 121.16 light damage. Staves designed for wielders of magic, by the greats of the art. |
Bleakspike the voratun helm (0 def, 5 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +9% darkness / +25% cold Changes resistances penetration: +20% darkness Changes damage: +12% nature / +12% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 28 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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 74 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 93 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)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 187 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 648.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 24 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Isrvra the Ogre Earth Knight level 33
53rd Regrowth 123rd year of Ascendancy at 13:36 see stats
A different point of view (Insane (Roguelike) difficulty)
15th Haze 122nd year of Ascendancy at 00:28 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Isrvra the Ogre Earth Knight level 32
29th Regrowth 123rd year of Ascendancy at 09:38 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Isrvra the Ogre Earth Knight level 38
12nd Pyre 123rd year of Ascendancy at 08:39 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Isrvra the Ogre Earth Knight level 36
8th Pyre 123rd year of Ascendancy at 21:27 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By Isrvra the Ogre Earth Knight level 23
58th Haze 122nd year of Ascendancy at 16:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isrvra the Ogre Earth Knight level 16
59th Dusk 122nd year of Ascendancy at 15:27 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Isrvra the Ogre Earth Knight level 39
61st Pyre 123rd year of Ascendancy at 11:41 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Isrvra the Ogre Earth Knight level 35
5th Pyre 123rd year of Ascendancy at 05:40 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Isrvra the Ogre Earth Knight level 29
21st Regrowth 123rd year of Ascendancy at 08:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Isrvra the Ogre Earth Knight level 21
10th Haze 122nd year of Ascendancy at 23:21 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isrvra the Ogre Earth Knight level 33
44th Regrowth 123rd year of Ascendancy at 19:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Isrvra the Ogre Earth Knight level 25
5th Allure 123rd year of Ascendancy at 23:10 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Isrvra the Ogre Earth Knight level 39
61st Pyre 123rd year of Ascendancy at 12:54 see stats
Home sweet home (Insane (Roguelike) difficulty)
14th Haze 122nd year of Ascendancy at 20:14 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Isrvra the Ogre Earth Knight level 33
38th Regrowth 123rd year of Ascendancy at 15:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Isrvra the Ogre Earth Knight level 10
18th Dusk 122nd year of Ascendancy at 03:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Isrvra the Ogre Earth Knight level 20
7th Haze 122nd year of Ascendancy at 12:26 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Isrvra the Ogre Earth Knight level 30
24th Regrowth 123rd year of Ascendancy at 01:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Isrvra the Ogre Earth Knight level 40
61st Pyre 123rd year of Ascendancy at 13:48 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Isrvra the Ogre Earth Knight level 9
2nd Dusk 122nd year of Ascendancy at 16:04 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Isrvra the Ogre Earth Knight level 38
59th Pyre 123rd year of Ascendancy at 05:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Isrvra the Ogre Earth Knight level 38
11st Pyre 123rd year of Ascendancy at 22:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Isrvra the Ogre Earth Knight level 35
5th Pyre 123rd year of Ascendancy at 06:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Isrvra the Ogre Earth Knight level 8
5th Mirth 122nd year of Ascendancy at 18:30 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Isrvra the Ogre Earth Knight level 22
15th Haze 122nd year of Ascendancy at 00:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Isrvra the Ogre Earth Knight level 33
44th Regrowth 123rd year of Ascendancy at 05:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isrvra the Ogre Earth Knight level 19
3rd Haze 122nd year of Ascendancy at 05:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isrvra the Ogre Earth Knight level 13
33rd Dusk 122nd year of Ascendancy at 20:38 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Isrvra the Ogre Earth Knight level 31
29th Regrowth 123rd year of Ascendancy at 00:05 see stats
Log
Today is the 39th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 41st Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 43rd Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 45th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 47th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 49th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 51st Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 53rd Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 55th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 57th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Today is the 59th Haze of the 123rd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:00.
Isrvra deactivates Eldritch Aura.
Isrvra deactivates Anime Style.
Isrvra deactivates Earthen Body.
Isrvra deactivates Chant of Fortress.
Isrvra deactivates Eldritch Combat.
Isrvra deactivates Steelskin.
Isrvra deactivates Verdant Blood.
Isrvra deactivates Refine Ore.
















































