










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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.] Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved player targetting 1.2.0Player's targetting improvements. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 30 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Gidatta the slaver at level 20 on the 25th Pyre 123rd year of Ascendancy at 23:59 2 / 4Killed by Islunor the skeleton assassin at level 27 on the 75th Pyre 123rd year of Ascendancy at 07:57 Killed by skeleton warrior at level 27 on the 75th Pyre 123rd year of Ascendancy at 09:25 Killed by Layimira the copperhead snake at level 30 on the 18th Dusk 123rd year of Ascendancy at 22:18 |
Primary Stats
| Strength | 96 (base 60) |
| Dexterity | 108 (base 60) |
| Constitution | 26 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 43 (base 12) |
Resources
| Life | 838/838 |
| Mana | 359/359 |
| Stamina | 230/230 |
| Healing Factor | 1.2424489795919 |
| Regeneration | 1.5530612244899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 43.388749514228 |
| See Invisible | 59.388749514228 |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 59 |
| Crit Chance | 28% |
| APR | 17 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +5% |
| Nature | +6% |
| Darkness | +5% |
| Physical | +16% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 30 (38.536585365854%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 37 |
| Mental Save | 54 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Temporal | + 12%( 70%) |
| Nature | + 10%( 70%) |
| Fire | + 7%( 70%) |
| Cold | + 7%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 55% |
| Disarm Resistance | 48% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 557 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 162 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You failed to protect the repented thief from death by Aribretira the hornet swarm. Escort: repented thief (level 2 of Old Forest) | failed |
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 Dexterity by +2. | 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. | 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! | 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Strikepiercer the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +3 Cun / +6 Con Changes resistances: +14% lightning / +8% temporal Changes damage: +7% physical Physical save: +18 (+6 eff.) Spell save: +30 (+11 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.04 Mana when firing critical spell: +3.00 Spellpower: +6 (+3 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Harelen the quiver of yew arrows (10/18, 45-63 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +40 acid / +4 mind Burst (radius 1) on hit: +12 acid Arrows are used with bows to pierce your foes to death. |
| Light source | piercing brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +5% all Maximum life: +41.00 Light radius: +3 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. |
| On head | rough leather cap 'Haryruileg' (9 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes stats: +2 Str / +2 Con Changes resistances: +3% fire Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +5% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | iron pickaxe 'Arolach' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +6 Dex / +2 Mag / +2 Wil / +3 Con Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Daimadrabers the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil / +5 Cun / +5 Con Changes damage: +6% mind Blindness immunity: +30% Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +32% Maximum life: +27.00 Spellpower: +9 (+4 eff.) Infravision radius: +5 See stealth: +12 See invisible: +16 Rings can have magical properties. |
| On fingers | BodirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +6% nature Physical save: +12 (+4 eff.) Mental save: +30 (+9 eff.) Disarm immunity: +20% Confusion immunity: +10% Knockback immunity: +10% Rings can have magical properties. |
| Around waist | Voralaith the WildgoreCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 20 nature / 16 acid Changes damage: +6% nature / +15% acid Critical mult.: +6.00% A belt that goes around your waist. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | rough leather gloves 'Xerukira' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Dex / +4 Mag / +5 Cun Changes damage: +4% physical See invisible: +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour 'Cuthalen' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% cold Spell save: +9 (+4 eff.) Mental save: +14 (+4 eff.) Stun/Freeze immunity: +15% Life regen: +1.00 Maximum life: +74.00 Healing mod.: +12% A suit of armour made of leather. |
| Cloak | Brenerand (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Dex / +2 Wil / +8 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | DuskmaimPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 8 light / 7 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 7% chance to blind Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances penetration: +10% darkness Changes damage: +5% light / +5% darkness Teleport immunity: +50% Stamina each turn: +0.40 It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Inventory
phase door rune (range 6; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Emelidhevena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +9% fire / +3% physical / +6% light / +13% temporal Mental save: +3 (+1 eff.) Blindness immunity: +10% Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
gold amulet 'Nimbussin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning Changes stats: +4 Con Changes resistances: +9% lightning Changes resistances penetration: +25% darkness Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
Cloudglory the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes damage: +12% lightning Critical mult.: +5.00% Maximum stamina: +15.00 A belt that goes around your waist. |
Lisuda the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +6 Con Physical save: +6 (+2 eff.) Life regen: +0.60 Mindpower: +3 (+1 eff.) Healing mod.: +20% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Mental save: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethivena the pair of hardened leather boots (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +7 Lck / +4 Dex Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +20% acid Stealth bonus: +8 A pair of boots made of leather. |
Zubedherenn the Gloomwalker (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Con Changes resistances: +9% darkness Changes damage: +9% arcane Physical save: +11 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
rough leather cap 'Jetobsidian' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +3% darkness Physical save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Disease immunity: +5% Cut immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +15% A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
sentry's quiver of yew arrows of crippling (40/40, 37-51.8 power, 13 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.0 - 51.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Crit. chance: +13.0% Capacity: 40 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 (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, costing 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. |
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. |
Ararilaith [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +6% blight / +12% acid Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Torisahor the Pitchrune [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +1 Cun / +3 Con Grants telepathy: Dragon Light radius: +1 Infravision radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Hurulathadir' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% acid Changes resistances penetration: +20% mind Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +2 Lay Web It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
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 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Eledana the Skeleton Archer level 13
28th Haze 122nd year of Ascendancy at 06:34 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Eledana the Skeleton Archer level 30
18th Dusk 123rd year of Ascendancy at 18:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Eledana the Skeleton Archer level 20
41st Pyre 123rd year of Ascendancy at 04:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Eledana the Skeleton Archer level 10
11st Haze 122nd year of Ascendancy at 08:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Eledana the Skeleton Archer level 20
8th Decay 122nd year of Ascendancy at 22:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Eledana the Skeleton Archer level 30
17th Dusk 123rd year of Ascendancy at 20:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Eledana the Skeleton Archer level 16
60th Haze 122nd year of Ascendancy at 19:26 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Eledana the Skeleton Archer level 30
18th Dusk 123rd year of Ascendancy at 00:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Eledana the Skeleton Archer level 18
3rd Decay 122nd year of Ascendancy at 07:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Eledana the Skeleton Archer level 9
7th Haze 122nd year of Ascendancy at 16:20 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Eledana the Skeleton Archer level 27
75th Pyre 123rd year of Ascendancy at 07:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Eledana the Skeleton Archer level 9
6th Haze 122nd year of Ascendancy at 02:48 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Eledana the Skeleton Archer level 20
26th Pyre 123rd year of Ascendancy at 11:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Eledana the Skeleton Archer level 20
9th Decay 122nd year of Ascendancy at 12:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Eledana the Skeleton Archer level 14
39th Haze 122nd year of Ascendancy at 21:11 see stats
Log
Layimira the copperhead snake resists the mind attack!
Eledana's Shoot hits Fox for 5 acid damage.
Eledana's Shoot hits Mayarinor the rattlesnake for 4 acid damage.
Eledana's Shoot hits Layimira the copperhead snake for (33 deflected), 33 physical, (6 deflected), 7 acid, 1 mind, (2 deflected), 2 acid (43 total damage).
Eledana's Shoot hits Venom drake hatchling for 0 acid damage.
Eledana's Shoot hits Shadow for 5 acid damage.
Eledana's Shoot hits Shadow for 4 acid damage.
Shadow casts Blindside.
Shadow casts Blindside.
Eledana hits Shadow for 6 acid, 8 nature (14 total damage).
Eledana hits Shadow for 6 acid, 8 nature (14 total damage).
Eledana hits Shadow for 6 acid, 8 nature (14 total damage).
Eledana hits Shadow for 5 acid, 8 nature (13 total damage).
Shadow hits Eledana for 144 physical damage.
Shadow hits Eledana for 58 physical damage.
Shadow hits Eledana for 57 physical damage.
Shadow hits Eledana for 122 physical damage.
Fox misses Eledana.
Venom drake hatchling hits Eledana for 49 physical damage.
Eledana hits Venom drake hatchling for 0 acid, 8 nature (8 total damage).
Eledana hits Layimira the copperhead snake for (2 deflected), 3 acid, (1 deflected), 3 nature, (2 deflected), 3 acid, (1 deflected), 3 nature (12 total damage).
Layimira the copperhead snake hits Eledana for 200 mind damage.
Eledana the level 30 skeleton archer was psyched to death by Layimira the copperhead snake on level 2 of Noxious Caldera.
You have 2 life(s) left.
Eledana is no longer dominated.
Eledana deactivates Premonition.
The protective shield of Eledana disappears.
Eledana overcomes the gloom
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.





















































































