









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 23 / 2% |
Size | medium |
Lifes / Deaths | Killed by Poreda the rattlesnake at level 14 on the 26th Dusk 122nd year of Ascendancy at 12:45 / 10Killed by Isluda the white worm mass at level 17 on the 35th Dusk 122nd year of Ascendancy at 04:16 Killed by Gatira the giant lightning ant at level 19 on the 54th Dusk 122nd year of Ascendancy at 07:41 Killed by skeleton master archer at level 20 on the 54th Dusk 122nd year of Ascendancy at 16:30 Killed by ice wyrm at level 20 on the 54th Dusk 122nd year of Ascendancy at 17:51 Killed by Emelyldalle the cold drake at level 20 on the 54th Dusk 122nd year of Ascendancy at 19:05 Killed by ritch flamespitter at level 20 on the 55th Dusk 122nd year of Ascendancy at 00:52 Killed by Veluldaseta the cold drake hatchling at level 20 on the 55th Dusk 122nd year of Ascendancy at 13:38 Killed by Emelorita the ice wyrm at level 20 on the 55th Dusk 122nd year of Ascendancy at 19:18 Killed by Nerudhedathra the white wolf at level 21 on the 56th Dusk 122nd year of Ascendancy at 14:00 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 11 (base 10) |
Magic | 59 (base 53) |
Willpower | 66 (base 44) |
Cunning | 24 (base 14) |
Resources
Life | 332/332 |
Mana | 164/164 |
Equilibrium | 0 |
Soul | 10/10 |
Healing Factor | 1.3082872928177 |
Regeneration | 3.3361325966851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 33.524748738338 |
See Invisible | 53.376048397419 |
Offense: Mainhand
Damage | 23 |
Accuracy | 22 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Darkness | +50% |
Blight | +6% |
Cold | +4% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 11 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 7 |
Spell Save | 41 |
Mental Save | 35 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 20%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 10%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 6%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Pinning Resistance | 24% |
Knockback Resistance | 25% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 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 705% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Vampiric Gift |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Keen Senses |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+7 eff.) Ranged Defense: +5 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +24% darkness A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Mag / +4 Wil / +5 Cun / +1 Con Changes damage: +6% mind Light radius: +5 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +2 Wil / +2 Cun Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +20.00 Spell crit. chance: +4% Mindpower: +3 (+1 eff.) A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Spell save: +20 (+6 eff.) Mana when firing critical spell: +2.00 Maximum vim: +50.00 Spell crit. chance: +8% Damage Shield penetration: +40% It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness / 8 acid Changes resistances: +9% acid Changes resistances penetration: +5% darkness Changes damage: +12% acid / +6% darkness Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +20.00 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +23% Life regen: +2.30 Rings can have magical properties. |
Around waist | ![]() Infused 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. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +21 (+7 eff.) Spell crit. chance: +3% See invisible: +5 It can be used to conjure elemental energy in a radius 6 cone, dealing 23.38 to 28.06 darkness damage, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% cold Changes resistances penetration: +5% nature Changes damage: +6% blight / +4% cold Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% mind Critical mult.: +10.00% Mental save: +20 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spell crit. chance: +2% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +9 Wil / +3 Cun Changes damage: +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +13% darkness Blindness immunity: +28% Amulets can have magical properties. |
Inventory
![]() 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 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused 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... |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+7 eff.) Fatigue: -10% Changes stats: +6 Str / +2 Mag / +7 Con Grants telepathy: Humanoid/Orc See invisible: +21 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +9 Defense: +7 (+7 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +10 (+10 eff.) Rings can have magical properties. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 176.35 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Dex / +3 Wil / +6 Cun Changes damage: +12% light Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +9% lightning / +8% darkness / +8% blight / +7% fire / +8% cold / +8% light Changes damage: +8% all Physical save: +13 (+13 eff.) Spell save: +25 (+8 eff.) Mental save: +12 (+6 eff.) Spellpower: +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +13% blight / +1% physical / +18% light Changes damage: +12% light Life regen: +4.30 Maximum life: +87.00 Maximum stamina: +25.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Wil Critical mult.: +20.00% Maximum encumbrance: +22 Physical save: +7 (+7 eff.) Maximum hate: +4.00 Mindpower: +8 (+3 eff.) A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -11% Changes stats: +2 Str / +5 Mag / +1 Con Changes resistances: +3% acid Maximum encumbrance: +22 Physical save: +6 (+6 eff.) Infravision radius: +1 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +5 Con Changes resistances: +17% darkness / +19% temporal Changes resistances penetration: +11% darkness / +23% temporal Changes damage: +5% physical Stamina each turn: +0.40 Maximum life: +38.00 Movement speed: +10% Defense after a teleport: +25 Resist all after a teleport: +17% New effects duration reduction after a teleport: +15% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes resistances: +6% blight / +9% fire Stealth bonus: +6 Blindness immunity: +45% Confusion immunity: +10% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +4 Mag Changes resistances: +6% light / +7% darkness Mental save: +8 (+4 eff.) Maximum life: +51.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 86.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +9% darkness / +7% cold Changes damage: +9% acid / +3% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes stats: +1 Dex / +4 Cun / +3 Con Changes resistances: +16% darkness Changes damage: +11% darkness Hate when firing a critical mind attack: +1.00 Maximum life: +20.00 Heals friendly targets nearby when you use a nature summon: +30 A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 19 power out of 25/25) : Effective talent level: 2.0 Power cost: 19 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 101.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 150 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +6 Wil / +2 Cun / +5 Con It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Madcatel the Cornac Necromancer level 17
35th Dusk 122nd year of Ascendancy at 02:42 see stats
By Madcatel the Cornac Necromancer level 13
5th Dusk 122nd year of Ascendancy at 07:32 see stats
By Madcatel the Cornac Necromancer level 20
55th Dusk 122nd year of Ascendancy at 06:48 see stats
By Madcatel the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 05:07 see stats
By Madcatel the Cornac Necromancer level 20
54th Dusk 122nd year of Ascendancy at 12:24 see stats
By Madcatel the Cornac Necromancer level 17
33rd Dusk 122nd year of Ascendancy at 15:54 see stats
By Madcatel the Cornac Necromancer level 19
54th Dusk 122nd year of Ascendancy at 12:24 see stats
By Madcatel the Cornac Necromancer level 12
1st Flare 122nd year of Ascendancy at 10:24 see stats
By Madcatel the Cornac Necromancer level 8
78th Pyre 122nd year of Ascendancy at 15:58 see stats
By Madcatel the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 12:05 see stats
By Madcatel the Cornac Necromancer level 16
31st Dusk 122nd year of Ascendancy at 14:08 see stats
Log
You gain 17.61 gold from the transmogrification of Searpeal the quiver of ash arrows (18/18, 20-28 power, 7 apr).
You gain 20.00 gold from the transmogrification of Black Mesh (8 def, 2 armour, 120 block).
You gain 21.84 gold from the transmogrification of Wildprophet the steel mail armour (2 def, 6 armour).
You gain 25.00 gold from the transmogrification of Helm of the Dwarven Emperors (0 def, 6 armour).
You gain 1.26 gold from the transmogrification of sand iron gauntlets (0 def, 7 armour).
You gain 2.50 gold from the transmogrification of Wyrmbreath (0 def, 4 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 13.06 gold from the transmogrification of Arcimmortal (3 def, 3 armour).
You gain 0.70 gold from the transmogrification of steel waraxe of massacre (19.5-27.3 power, 3 apr).
You gain 2.78 gold from the transmogrification of shimmering ash starstaff (15-18 power, 3 apr, physical element).
You gain 12.72 gold from the transmogrification of vined mindstar 'Poliravea' (5.5-6.05 power, 18 apr, mind damage).
You gain 2.02 gold from the transmogrification of nature's vined mindstar of clarity (5-5.5 power, 18 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron mace (13-18.2 power, 2 apr).
You gain 19.35 gold from the transmogrification of Saludama (20-28 power, 3 apr).
You gain 19.19 gold from the transmogrification of ash longbow 'Taintterror'.
You gain 25.00 gold from the transmogrification of Daimeleg (28-42 power, 2 apr).
You gain 16.27 gold from the transmogrification of steel dagger 'Tempesttrencher' (12.5-16.25 power, 6 apr).
You gain 17.84 gold from the transmogrification of Malygund the Cystarc (29-43.5 power, 2 apr).
You gain 19.61 gold from the transmogrification of Gileharadil (21.5-32.25 power, 2 apr).
You gain 2.68 gold from the transmogrification of marksman's steel ring of power.
You gain 15.83 gold from the transmogrification of Brandmarrow the steel amulet.
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60 over 5 turns).
You gain 2.47 gold from the transmogrification of insidious poison infusion of the titan (27 nature damage, 25% healing reduction).
You gain 2.26 gold from the transmogrification of insidious poison infusion of the psychic (37 nature damage, 29% healing reduction).
There is a way to the old forest here (press '' or right click to use).
Madcatel deactivates Keen Senses.
Madcatel deactivates Will o' the Wisp.
Madcatel deactivates Blurred Mortality.
Madcatel deactivates Vampiric Gift.
Madcatel deactivates Necrotic Aura.