Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Gnome 1.2.3Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Items Vault 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 25 / 20% |
Size | small |
Lifes / Deaths | Killed by snow giant boulder thrower at level 14 on the 20th Haze 122nd year of Ascendancy at 07:29 2 / 4Killed by grave wight at level 22 on the 7th Decay 122nd year of Ascendancy at 05:45 Killed by worm that walks at level 23 on the 9th Decay 122nd year of Ascendancy at 21:48 Killed by Grand Corruptor at level 25 on the 65th Regrowth 123rd year of Ascendancy at 11:09 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 68 (base 38) |
Constitution | 34 (base 22) |
Magic | 11 (base 10) |
Willpower | 16 (base 13) |
Cunning | 78 (base 51) |
Resources
Life | 631/631 |
Stamina | 167/167 |
Healing Factor | 1 |
Regeneration | 1.55 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -990 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 11 |
Stealth | 64.398108936398 |
ESP Range | 15 |
ESP Kinds | giant |
Offense: Mainhand
Damage | 88 |
Accuracy | 57 |
Crit Chance | 56% |
APR | 47 |
Speed | 0.90 |
Offense: Offhand
Damage | 60 |
Accuracy | 57 |
Crit Chance | 49% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 31.2 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 31 (50%) |
Defense | 60.076740294844 |
Ranged Defense | 61.576740294844 |
Fatigue | 14 |
Physical Save | 40.391666666667 |
Spell Save | 12.425 |
Mental Save | 35.9375 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 13% |
Disarm Resistance | 73% |
Knockback Resistance | 46% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
talent | Deadly Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Precision |
talent | Numbing Poison |
talent | Lacerating Strikes |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +1. | done |
You failed to protect the lost warrior from death by Silowen the giant brown ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +1. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | active |
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 within3 lumberjacks have died. | 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 | Glintglamour (5 def, 8 armour) Glintglamour (5 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +5 Ranged Defense: +6 Fatigue: +3% Changes stats: +7 Lck / +5 Dex Changes resistances: +6% light / +6% fire Changes resistances penetration: +5% light Changes damage: +3% fire Stealth bonus: +7 Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Quiver | Kindleprophet (20/20, 21-29.4 power, 7 apr) Kindleprophet (20/20, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Str Damage type: Fire Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +13.5% Capacity: 20 On weapon crit: * cripple the target Damage (Ranged): +12 blight / +7 temporal / +8 nature / +16 fire Arrows are used with bows to pierce your foes to death. |
Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +23% Confusion immunity: +13% Light radius: +7 See stealth: +5 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Blastworth the drakeskin leather cap (0 def, 5 armour) Blastworth the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +9% blight / +9% cold / +3% lightning / +6% fire Changes resistances penetration: +5% lightning Changes damage: +9% mind / +9% lightning Mental save: +9 A cap made of leather. |
On hands | restful rough leather gloves of dexterity (+2) (0 def, 1 armour) restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Salonn the yew wand of trap destruction [power 60] (15 cooldown) Salonn the yew wand of trap destruction [power 60] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -2% Changes damage: +6% physical Psi when hit: +0.04 It can be used to try to disarm traps in a line (disarm power 60), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
On fingers | titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +9 Defense: +9 Changes stats: +3 Con Physical save: +6 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Defense: +7 Changes stats: +5 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | Belfast's Belt of Giantslaying Belfast's Belt of Giantslaying Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour: +4 Changes stats: +8 Str / +8 Con Change telepathy range by : +5 Grants telepathy: Giant Physical save: +12 Knockback immunity: +25% Dwarven legend Belfast reveled in slaying things much bigger than him, which got him the nickname Giantslayer. Historians love to point out the irony, how he eventually got killed by a giant white rat. His belt however remained unharmed. |
In off hand | Islona (30.5-39.65 power, 9 apr) Islona (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +20 insidious poison When wielded/worn: Changes resistances: +6% nature / +9% fire Sharp, short and deadly. |
Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour) murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +3 Defense: +2 Changes stats: +3 Cun / +3 Dex Physical save: +7 Mental save: +7 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | volcanic hardened leather armour of Toknor (3 def, 13 armour) volcanic hardened leather armour of Toknor (3 def, 13 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 Armour: +13 Defense: +3 Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +18% fire / +17% physical Critical mult.: +12.00% A suit of armour made of leather. |
Inventory
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 51.60 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
quick steel dagger of purging (12.5-16.25 power, 6 apr) quick steel dagger of purging (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature When wielded/worn: Accuracy: +5 Changes stats: +2 Dex Sharp, short and deadly. |
quick stralite dagger of purging (28.5-37.05 power, 9 apr) quick stralite dagger of purging (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Accuracy: +4 Changes stats: +1 Dex Sharp, short and deadly. |
enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 Defense: +7 Fatigue: -3% Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
troll-hide rough leather armour of the deep (1 def, 4 armour) troll-hide rough leather armour of the deep (1 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +6% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +3.00 Healing mod.: +11% A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (2 def, 4 armour) troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +4.20 Maximum life: +50.00 Healing mod.: +25% A suit of armour made of leather. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 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. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern 'Swampspawner' brass lantern 'Swampspawner'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire / +6% nature / +3% all Spell save: +6 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, costing 202 power out of 381/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By faroksen the Halfling Rogue level 13
47th Dusk 122nd year of Ascendancy at 14:39 see stats
By faroksen the Halfling Rogue level 20
63rd Haze 122nd year of Ascendancy at 05:07 see stats
By faroksen the Halfling Rogue level 16
41st Haze 122nd year of Ascendancy at 01:10 see stats
By faroksen the Halfling Rogue level 10
16th Dusk 122nd year of Ascendancy at 15:27 see stats
By faroksen the Halfling Rogue level 20
62nd Haze 122nd year of Ascendancy at 19:43 see stats
By faroksen the Halfling Rogue level 14
63rd Dusk 122nd year of Ascendancy at 19:50 see stats
By faroksen the Halfling Rogue level 24
56th Regrowth 123rd year of Ascendancy at 07:01 see stats
By faroksen the Halfling Rogue level 9
13rd Dusk 122nd year of Ascendancy at 06:06 see stats
By faroksen the Halfling Rogue level 21
65th Haze 122nd year of Ascendancy at 11:47 see stats
By faroksen the Halfling Rogue level 7
6th Mirth 122nd year of Ascendancy at 14:40 see stats
By faroksen the Halfling Rogue level 17
42nd Haze 122nd year of Ascendancy at 12:24 see stats
By faroksen the Halfling Rogue level 24
1st Wintertide 123rd year of Ascendancy at 16:52 see stats
By faroksen the Halfling Rogue level 14
34th Haze 122nd year of Ascendancy at 15:58 see stats
Log
Today is the 2nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 3rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
There is a Zigur (Town) here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Ran for 5 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: didn't move).
Ran for 38 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 53 turns (stop reason: at exit).
There is a Zigur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.