










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Paradox Mage |
| Level / Exp | 21 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 21 on the 76th Haze 122nd year of Ascendancy at 09:02 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 35 (base 12) |
| Magic | 74 (base 50) |
| Willpower | 45 (base 40) |
| Cunning | 27 (base 10) |
Resources
| Life | -234/640 |
| Paradox | 607 |
| Healing Factor | 1.5129268292682 |
| Regeneration | -10.525080741754 |
Speed
| Mental | +6.134043010977% |
| Attack | +6.134043010977% |
| Movement | +34.536172043957% |
| Spell | +6.134043010977% |
| Global | +129.0780141844% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 21 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 17% |
| Speed | 0.94220475507239 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 16% |
| Speed | 0.94220475507239 |
Offense: Damage Bonus
| Acid | +9% |
| Arcane | +9% |
| Mind | +16% |
| All | 0% |
| Lightning | +15% |
| Light | +9% |
| Temporal | +21% |
| Darkness | +12% |
| Fire | +4% |
| Nature | +6% |
Offense: Damage Penetration
| Light | +10% |
| Physical | +15% |
| Fire | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 32 |
| Mental Save | 35 |
Defense: Resistances
| Arcane | + 14%( 70%) |
| Mind | + 24%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 31%( 70%) |
| Cold | + 14%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Energy Decomposition |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
| beneficial effect | The target is moving is 25% faster. 2 Celerity |
| beneficial effect | The time distortion has created a restoration field, healing the target for 61 each turn. Temporal Restoration Field |
| beneficial effect | Increases global action speed by 29%. Speed |
| beneficial effect | The target's defense and saves have been increased by 3. 1 Spin |
| detrimental effect | Zirun is fed upon by Weirdling Beast. Fed Upon |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by large brown snake. Escort: lone alchemist (level 2 of Trollmire) | failed |
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 improved Magic by +5. | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within | active |
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 | Gloryma the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 temporal Changes resistances: +5% arcane Changes resistances penetration: +5% temporal Teleport immunity: +10% Only die when reaching: -60.00 life Spellpower: +4 (+1 eff.) Healing mod.: +10% A pair of boots made of leather. |
| Light source | brass lantern 'Deepsraze'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes resistances: +1% physical Critical mult.: +15.00% Maximum life: +45.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 | Airsquall (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +1% physical / +6% cold / +6% light / +3% fire Changes damage: +9% lightning Allows you to breathe in: water Maximum life: +20.00 Healing mod.: +10% A cap made of leather. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [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 | Silama the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 23 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 23 Damage (Ranged): 6 physical Changes stats: +6 Cun / +1 Dex Changes resistances: +3% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | steel ring 'Nimbusqueller'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +17 (+9 eff.) Defense: +20 (+7 eff.) Changes stats: +2 Str Changes resistances penetration: +15% physical Changes damage: +6% lightning Physical save: +9 (+4 eff.) Spellpower: +5 (+1 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
| Around waist | LustreumbraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +5 Dex Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +10% light Changes damage: +9% light / +12% darkness Maximum life: +43.00 Mental crit. chance: +8% Light radius: +2 A belt that goes around your waist. |
| In main hand | Emelyma the ash vilestaff (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Con / +2 Mag Changes damage: +9% arcane / +15% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +1.00 Mana each turn: +0.10 Spellpower: +18 (+4 eff.) Spell crit. chance: +9% Healing mod.: +13% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Kykor' (25 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+8 eff.) Damage (Melee): 6 fire Changes resistances: +6% fire Changes damage: +4% fire / +6% temporal Physical save: +6 (+3 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Flashstriker' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +3 Wil / +3 Mag Changes resistances: +16% mind / +9% all Changes resistances penetration: +5% fire Changes damage: +9% acid / +16% mind / +9% all Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Windrock' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Mag Changes damage: +6% nature Maximum life: +34.00 Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Phoenixstrider'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +1 Fatigue: -7% Changes stats: +4 Dex / +7 Cun / +19 Con Changes resistances: +15% fire Physical save: +6 (+3 eff.) Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Inventory
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+8 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
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. |
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. |
60 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
emerald0.00 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. |
7 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Zirun the Doomelf Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 05:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zirun the Doomelf Paradox Mage level 10
2nd Mirth 122nd year of Ascendancy at 20:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zirun the Doomelf Paradox Mage level 20
73rd Haze 122nd year of Ascendancy at 21:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zirun the Doomelf Paradox Mage level 14
3rd Dusk 122nd year of Ascendancy at 19:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zirun the Doomelf Paradox Mage level 9
2nd Mirth 122nd year of Ascendancy at 05:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zirun the Doomelf Paradox Mage level 9
79th Pyre 122nd year of Ascendancy at 23:57 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Zirun the Doomelf Paradox Mage level 19
73rd Haze 122nd year of Ascendancy at 04:27 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zirun the Doomelf Paradox Mage level 20
74th Haze 122nd year of Ascendancy at 08:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zirun the Doomelf Paradox Mage level 13
2nd Summertide 122nd year of Ascendancy at 18:45 see stats
Log
Weirdling Beast uses Mind Sear.
Your time shield crumbles under the damage!
The fabric of time around Zirun stabilizes to normal.
The powerful time-altering energies generate a restoration field on Zirun.
Weirdling Beast hits Zirun for (57 dissipated), (157 to time), 19 mind (19 total damage).
Zirun casts Temporal Bolt.
Zirun hits Shadow for 196 temporal damage.
Zirun overcomes the gloom.
Zirun is no longer pinned.
Zirun receives 92 healing from Temporal Restoration Field.
Zirun's Temporal Bolt hits Weirdling Beast for (5 deflected), 113 temporal (113 total damage).
Weirdling Beast casts Taint: Devourer.
Zirun is no longer surging arcane power.
Zirun deactivates Matter Weaving.
Zirun stops spinning fate.
Taint: Devourer hits Weirdling Beast for 87 healing, 87 healing, 87 healing, 87 healing (0 total damage) [349 healing].
Zirun casts Stop.
Zirun's spell attains critical power!
Zirun is surging arcane power.
Zirun hits Shadow for 568 temporal damage.
Zirun hits Weirdling Beast for (6 deflected), (319 to bones), 0 temporal (0 total damage).
Zirun killed Shadow!
Zirun receives 92 healing from Temporal Restoration Field.
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Zirun spins fate.
Saving game...












































































