










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. 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.] 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Archmage |
| Level / Exp | 19 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by mutilator at level 2 on the 75th Pyre 122nd year of Ascendancy at 05:35 0 / 6Killed by Emodherin the drem at level 15 on the 65th Dusk 122nd year of Ascendancy at 02:40 Killed by Sandworm Queen at level 17 on the 74th Dusk 122nd year of Ascendancy at 04:39 Killed by Voryldalaith the sandworm at level 18 on the 74th Dusk 122nd year of Ascendancy at 09:53 Killed by Hesar the wretchling at level 19 on the 4th Haze 122nd year of Ascendancy at 20:34 Killed by Steiazut the quasit squad leader at level 19 on the 5th Haze 122nd year of Ascendancy at 00:02 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 14) |
| Magic | 58 (base 47) |
| Willpower | 24 (base 13) |
| Cunning | 38 (base 32) |
Resources
| Life | -110/273 |
| Mana | 256/266 |
| Positive | 87/104 |
| Healing Factor | 1.4905405405405 |
| Regeneration | 0.67074324324324 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 28.194204375553 |
| See Invisible | 28.194204375553 |
| Stealth | 18.723628722908 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 10 |
| Crit Chance | 17% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Nature | +4% |
| Physical | +15% |
| Arcane | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 16.346881106119 (30%) |
| Defense | 16 |
| Ranged Defense | 22 |
| Fatigue | 1 |
| Physical Save | 8 |
| Spell Save | 39 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Nature | + 26%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 29%( 70%) |
| Cold | + 29%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Bleed Resistance | 10% |
| Confusion Resistance | 15% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 5% |
Inscriptions (3/3)
| 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: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 696% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. 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 minotaur nose. * You've found the needed vial of greater demon bile. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Quiver | quiver of elm arrows of daylight (20/20, 12-16.8 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Damage (Ranged): +8 light Damage against: +9% Undead Arrows are used with bows to pierce your foes to death. |
| On hands | Arudil the rough leather gloves (6 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Damage (Melee): 6 nature Changes resistances: +6% nature / +3% temporal Changes damage: +4% nature Cut immunity: +10% Teleport immunity: +5% Mindpower: +12 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Glema the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +1 Wil Grants telepathy: Humanoid/Orc Mental save: +9 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 A pointy cloth hat, very wizardly... |
| Tool | elm totem of cure ailments 'Silunor' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +3 (+3 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +9% cold Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Reduces incoming crit damage: 15.00% Spell save: +30 (+10 eff.) Mental save: +20 (+8 eff.) Confusion immunity: +15% Only die when reaching: -40.00 life 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. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bokadunayon the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight Changes resistances penetration: +15% blight Silence immunity: +24% Mana each turn: +0.11 Healing mod.: +15% Rings can have magical properties. |
| On fingers | YarikanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +6% acid Changes damage: +3% mind Grants telepathy: Dragon Psi when hit: +0.04 Maximum hate: +2.00 Rings can have magical properties. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 211 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | magewarrior's short ash starstaff of invocation (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +6.0% Physical power: +7 (+6 eff.) Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +7.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 4 cone, dealing 23.12 to 27.74 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Light source | UndeathrazeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% fire / +6% blight Changes resistances penetration: +20% nature Maximum life: +40.00 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. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% physical Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
This item will automatically be transmogrified when you leave the level.Unlightbreeze (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+6 eff.) Physical crit. chance: +7.0% Physical power: +7 (+6 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +15% darkness / +3% temporal Changes damage: +9% darkness / +15% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe (30.5-45.75 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
silk robe 'Olobers' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +36% lightning / +5% arcane / +6% fire / +24% nature / +15% cold Changes damage: +28% lightning / +10% physical / +14% nature / +13% cold Spell save: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Chigorn (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +21% acid / +5% arcane / +15% blight Changes resistances penetration: +20% blight Changes damage: +9% blight / +6% arcane A suit of armour made of mail. |
Torindil (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Changes damage: +3% mind Allows you to breathe in: water Mental save: +18 (+7 eff.) Maximum hate: +4.00 Mindpower: +4 (+2 eff.) A cap made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
166 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
steel torque of charged psionic shield 'Isliba' [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% acid / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +20 (+16 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aisia the Doomelf Archmage level 14
54th Dusk 122nd year of Ascendancy at 03:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Aisia the Doomelf Archmage level 18
2nd Haze 122nd year of Ascendancy at 07:42 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Aisia the Doomelf Archmage level 5
77th Pyre 122nd year of Ascendancy at 13:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Aisia the Doomelf Archmage level 10
7th Mirth 122nd year of Ascendancy at 04:56 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aisia the Doomelf Archmage level 14
43rd Dusk 122nd year of Ascendancy at 05:36 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Aisia the Doomelf Archmage level 10
10th Mirth 122nd year of Ascendancy at 23:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Aisia the Doomelf Archmage level 10
2nd Dusk 122nd year of Ascendancy at 20:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Aisia the Doomelf Archmage level 16
68th Dusk 122nd year of Ascendancy at 08:13 see stats
Log
Talent Earthen Missiles is ready to use.
Aisia HEALS from nature damage!
Insidious Poison from Quasit hits Aisia for 3 nature damage.
Resting starts...
Aisia is no longer poisoned.
Talent Pulverizing Auger is ready to use.
Aisia is no longer surging arcane power.
Rested for 35 turns (stop reason: all resources and life at maximum).
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Steiazut the quasit squad leader casts Create Minions.
Ran for 3 turns (stop reason: hostile spotted to the southeast (ghoul)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (ghoul)).
Aisia casts Earthen Missiles.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Skeleton mage casts Manathrust.
Aisia deactivates Corruption of the Doomed.
Aisia turns into a dúathedlen!
Skeleton mage casts Manathrust.
Skeleton mage hits Aisia for 115 arcane damage.
Skeleton mage hits Skeleton mage for 115 arcane damage.
Aisia's Earthen Missiles hits Skeleton mage for 60 physical, 10 physical (70 total damage).
Aisia's Earthen Missiles hits Skeleton mage for 60 physical, 10 physical (70 total damage).
Skeleton mage hits Aisia for 115 arcane damage.
Steiazut the quasit squad leader casts Invoke Darkness.
Saving game...




















































































