









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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.] Ashes of Urh'Rok 1.7.4Official 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Deluxe Wanderers Combo Mod 1.7.4New classes: the Wanderer, Magician, and Mentalist that get to choose their talents from a random list. The Wanderer variant covers all trees, the Magician most magical trees, and the Mentalist most mindpower trees. They also gain resource generating talents when they get a talent tree that requires them. Big thanks to starsapphire, FL0RENT_, and hauzer, whose work is all integrated here. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 15 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 13 on the 6th Decay 122nd year of Ascendancy at 08:52 1 / 5Killed by Silebrevena the icy orc wyrmic at level 13 on the 41st Regrowth 123rd year of Ascendancy at 15:28 Killed by shadow at level 15 on the 15th Pyre 123rd year of Ascendancy at 11:16 Killed by Islith the elven guard at level 15 on the 25th Pyre 123rd year of Ascendancy at 08:42 Killed by skela at level 15 on the 25th Pyre 123rd year of Ascendancy at 08:47 |
Primary Stats
| Strength | 63 (base 27) |
| Dexterity | 54 (base 32) |
| Constitution | 23 (base 15) |
| Magic | 13 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 34 (base 20) |
Resources
| Life | 508/508 |
| Stamina | 167/167 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 6.936888882388 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 28.114754928839 |
| See Invisible | 31.114754928839 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Fire | +17% |
| Nature | +5% |
| Physical | +9% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 3 (38.594633868923%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 17%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 25% |
| Bleed Resistance | 100% |
| Disarm Resistance | 26% |
| Fear Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.41 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 failed to protect the lone alchemist from death by Islarabeth the giant ice ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. | 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 within11 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 |
Equipment
| On feet | Eremohor the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str / +3 Dex / +3 Cun Changes damage: +6% acid It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of elm arrows of annihilation (13/18, 26-37 power, 11 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 26.5 - 37.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +14.0% Capacity: 18 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Xiwyn the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 2 acid / 4 physical Changes resistances penetration: +10% physical Changes damage: +3% physical Equilibrium when hit: +1.00 Psi when hit: +0.80 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
| Tool | Leliharaldir (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +1 Dex / +1 Mag / +2 Wil / +3 Cun Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Radhyndur the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +2 Mag / +4 Wil / +5 Con Spell save: +4 (+2 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +21% Hate when firing a critical mind attack: +1.00 Maximum life: +25.00 Rings make your fingers look great! |
| On fingers | copper ring 'Shimmerstinger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning Spell save: +9 (+5 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Light radius: +1 Rings make your fingers look great! |
| Around waist | Belidhessra the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str Physical save: +15 (+6 eff.) Mindpower: +4 (+2 eff.) See invisible: +3 A belt that goes around your waist. |
| In main hand | mighty ash longbow of fireRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 fire When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str Changes damage: +12% fire Longbows are used to shoot arrows at your foes. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | dreamer's linen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +11% darkness / +10% cold / +11% fire / +10% mind / +7% all Changes damage: +6% acid / +6% physical / +5% fire / +6% cold Talent cooldown: Refit Golem (-2 turns) Physical save: +10 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | wanderer's copper amulet of perfection (0.11 Technique / Conditioning,0.11 Technique / Archery prowess)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +3 Con Talent masteries: +0.11 Technique / Conditioning +0.11 Technique / Archery prowess Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Inventory
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Filthtitan the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex Changes resistances: +3% nature Amulets make your neck look great! |
copper ring 'Fulodurand'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Mental crit. chance: +3% Rings make your fingers look great! |
sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
balanced iron greatsword (16-25 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +29% Massive two-handed swords. |
iron waraxe of massacre (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Arrows of Manalocking (16/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
quiver of elm arrows (18/18, 16-23 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (14/14, 14-17 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage (76.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
PrismguileInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% mind Changes resistances penetration: +5% mind Changes damage: +12% light / +6% acid Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
Aeredata (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% physical Critical mult.: +5.00% A pair of boots made of leather. |
Mysin the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Changes stats: +3 Str / +1 Wil / +7 Con Changes resistances: +6% fire / +7% cold Reduces incoming crit damage: 5.00% A pair of boots made of leather. |
linen wizard hat 'Silata' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +6 (+2 eff.) Changes resistances: +15% nature Changes damage: +10% nature Mental save: +9 (+5 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
Murkwinter (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +2 Wil / +8 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
64 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
iron pickaxe 'Voidbane' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +5 Str / +1 Wil / +2 Cun Changes resistances: +6% lightning / +3% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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) Activation costs 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
elm wand of clairvoyance 'Ragydar' [power 9] (1/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Dex Mana when firing critical spell: +1.00 Spellpower: +20 (+11 eff.) Damage Shield penetration: +10% It can be used to reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 122] (1/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By skela the Skeleton Archer level 13
6th Decay 122nd year of Ascendancy at 10:03 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By skela the Skeleton Archer level 10
20th Dusk 122nd year of Ascendancy at 05:50 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By skela the Skeleton Archer level 8
10th Dusk 122nd year of Ascendancy at 14:47 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By skela the Skeleton Archer level 5
2nd Flare 122nd year of Ascendancy at 07:58 see stats
Utterly Destroyed (Madness (Adventure) difficulty)
Died on the Eidolon Plane.By skela the Skeleton Archer level 15
25th Pyre 123rd year of Ascendancy at 08:47 see stats
Log
Acid Splash from Islith the elven guard hits skela for 13 acid damage.
Velewen the elven guard uses Psyshot.
Elven mage misses skela.
Velewen the elven guard's Psyshot performs a ranged critical strike against skela!
Velewen the elven guard performs a melee critical strike against skela!
Islith the elven guard speeds up.
Melee retaliation hits Velewen the elven guard for 2 acid, 4 physical (7 total damage).
Bleeding from Skela hits Elven mage for 5 physical damage.
Velewen the elven guard's Psyshot hits skela for 71 mind, 4 cold (75 total damage).
Velewen the elven guard hits skela for 31 mind damage.
Skela uses Sentinel.
Skela slows down.
Talent Steady Shot is ready to use.
Talent Pin Down is ready to use.
Acid Splash from Islith the elven guard hits skela for 13 acid damage.
Islith the elven guard casts Invoke Darkness.
Islith the elven guard hits skela for 68 darkness damage.
skela the level 15 skeleton archer was darkened to death by Islith the elven guard on level 1 of Rhaloren Camp.
Islith the elven guard prepares for the next kill!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Islith the elven guard killed skela!
Saving game...
Talent Flare is ready to use.
Talent Rune: Shielding is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!























































































