Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.6.7Official 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 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official 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:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Items Vault 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Dreamasaur 1.0.1Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities. This mod is mainly for personal use. No attempt has been made to achieve balance. If an @ symbol appears behind the character tile, you can download this: Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess. Forbidden Cults 1.6.7Official 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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Dread Necromancer |
Level / Exp | 15 / 6% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 12 on the 9th Flare 122nd year of Ascendancy at 03:09 3 / 2Killed by elven corruptor at level 12 on the 9th Flare 122nd year of Ascendancy at 05:28 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 12 (base 10) |
Magic | 49 (base 41) |
Willpower | 34 (base 32) |
Cunning | 13 (base 11) |
Resources
Life | 233/233 |
Mana | 238/238 |
Soul | 3/5 |
Healing Factor | 1.1164835164835 |
Regeneration | 3.6285714285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 19 |
Accuracy | 18 |
Crit Chance | 5% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +10% |
Nature | +4% |
Darkness | +15% |
Arcane | +8% |
Mind | +13% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Cold | +20% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 22.631768051153 (45%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 1 |
Physical Save | 34 |
Spell Save | 29 |
Mental Save | 26 |
Defense: Resistances
Blight | + 16%( 70%) |
Physical | + 17%( 70%) |
Cold | + 13%( 70%) |
All | + 11%( 70%) |
Lightning | + 37%( 70%) |
Light | + 37%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 22%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (149 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / High necromancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Skeletal mastery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Spirit mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ghoul mastery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necromancy | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Soul | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
talent | Premonition |
talent | Chant of Fortress |
talent | Spirit Feed |
beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Possessed. | 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 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: * '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.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
On feet | pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Quiver | pouch of iron shots of daylight (19/19, 14.5-17.4 power, 1 apr) pouch of iron shots of daylight (19/19, 14.5-17.4 power, 1 apr)3.0 Type: ammo / shot ; tier 1 Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +5 light Against +5% Undead Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Chiromildil the rough leather cap (0 def, 1 armour) Chiromildil the rough leather cap (0 def, 1 armour)2.0 Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag +2 Wil Changes resistances: +5% lightning +6% temporal Changes damage: +3% arcane Maximum mana: +60.00 A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
On fingers | Ring of Insight Ring of Insight0.1 [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
On fingers | copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Around waist | blurring rough leather belt blurring rough leather belt1.0 Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +6 A belt that goes around your waist. |
In main hand | shimmering ash vilestaff of warding (15-18 power, 3 apr, darkness element) shimmering ash vilestaff of warding (15-18 power, 3 apr, darkness element)5.0 Type: weapon / staff ; tier 2 It must be held with both hands. Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Maximum wards: +2 darkness Changes damage: +15% darkness Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.18 Maximum mana: +30.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | Floerace the hardened leather gloves (0 def, 2 armour) Floerace the hardened leather gloves (0 def, 2 armour)1.0 [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 nature Changes stats: +4 Mag Changes resistances: +6% blight +3% cold +6% nature Changes damage: +4% nature +5% arcane Pinning immunity: +20% Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Zubilrana (0 def, 0 armour) Zubilrana (0 def, 0 armour)2.0 Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +3% lightning +2% physical +13% mind +11% all Changes damage: +13% mind Reduces incoming crit damage: 5.00% Disease immunity: +10% Pinning immunity: +20% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Bygarion (3 def, 0 armour) Bygarion (3 def, 0 armour)2.0 [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +3 Str +2 Con Changes resistances penetration: +25% physical Critical mult.: +27.00% Stealth bonus: +7 Physical save: +17 (+7 eff.) Mental save: +7 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +63.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Voltaic Pendant Voltaic Pendant0.1 [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 37.23 to 111.68 damage (74.45 average) and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
steel dagger (12.5-16.25 power, 6 apr) steel dagger (12.5-16.25 power, 6 apr)1.0 Type: weapon / dagger ; tier 2 Power 12.5 - 16.2 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel greatmaul of paradox (28-42 power, 2 apr) steel greatmaul of paradox (28-42 power, 2 apr)5.0 Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed mauls. |
Snowraptor the yew starstaff (20-24 power, 4 apr, light element) Snowraptor the yew starstaff (20-24 power, 4 apr, light element)5.0 Type: weapon / staff ; tier 3 It must be held with both hands. Power 20.0 - 24.0 Light Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +5 Con Changes resistances: +12% mind +3% cold Changes resistances penetration: +10% mind Changes damage: +20% light +9% mind Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +13 (+5 eff.) Spell crit. chance: +3% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Metal gloves protecting the hands up to the middle of the lower arm. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% A suit of armour made of leather. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour) rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% acid Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of leather. |
searing steel plate armour of the deep (0 def, 11 armour) searing steel plate armour of the deep (0 def, 11 armour)17.0 Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Damage (Melee): 10 acid 10 fire Damage when hit (Melee): 9 acid 9 fire Changes resistances: +17% acid +15% fire +5% cold Allows you to breathe in: water A suit of armour made of metal plates. |
3 agate 3 agate0.0 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. |
topaz topaz0.0 Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 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. |
alchemist's lamp alchemist's lamp1.0 Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 [Plot Item] Type: charm / rod Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 [Plot Item] Type: chest / sher'tul When carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
amethyst amethyst0.0 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 ametrine 2 ametrine0.0 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. |
5 citrine 5 citrine0.0 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. |
2 zircon 2 zircon0.0 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 Madir Escar the Cornac Dread Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 23:55 see stats
By Madir Escar the Cornac Dread Necromancer level 8
2nd Mirth 122nd year of Ascendancy at 11:33 see stats
By Madir Escar the Cornac Dread Necromancer level 7
78th Pyre 122nd year of Ascendancy at 18:11 see stats
Log
Madir Escar deactivates Premonition.
Madir Escar activates Premonition.
Madir Escar deactivates Chant of Fortress.
Madir Escar activates Chant of Fortress.
Madir Escar deactivates Spirit Feed.
Madir Escar activates Spirit Feed.
You have no more inscription slots.
You are now inscribed with Infusion: Regeneration.
You gain 0.55 gold from the transmogrification of copper amulet of dexterity (+2).
You gain 0.85 gold from the transmogrification of warrior's copper ring.
You gain 2.00 gold from the transmogrification of shimmering elm starstaff (10-12 power, 2 apr, light element).
You gain 1.68 gold from the transmogrification of enveloping linen cloak of Eldoral (6 def, 0 armour).
You gain 12.61 gold from the transmogrification of linen cloak 'Glorydatha' (1 def, 7 armour).
You gain 0.49 gold from the transmogrification of mindwoven linen robe (0 def, 0 armour).
You gain 1.67 gold from the transmogrification of psychic's iron gauntlets of magic (+3) (0 def, 1 armour).
You gain 0.81 gold from the transmogrification of linen wizard hat of darkness (+16%) (1 def, 0 armour).
Madir Escar wears (replacing rejuvenating rough leather armour of acid resistance (3 def, 2 armour)): Zubilrana (0 def, 0 armour).
There is a ladder to worldmap here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Today is the 15th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Madir Escar deactivates Premonition.
Madir Escar deactivates Spirit Feed.
Madir Escar deactivates Chant of Fortress.