










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Necromancer |
| Level / Exp | 17 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Silerana the giant eel at level 17 on the 4th Dusk 122nd year of Ascendancy at 02:49 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 24 (base 20) |
| Magic | 71 (base 44) |
| Willpower | 31 (base 25) |
| Cunning | 22 (base 11) |
Resources
| Life | -456/209 |
| Mana | 242/317 |
| Soul | 12/12 |
| Healing Factor | 1.2272674059366 |
| Regeneration | 1.0431772950461 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 20 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 26 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Nature | +16% |
| Fire | +3% |
| Arcane | +15% |
| Cold | +47% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 26 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 30%( 70%) |
| Nature | + 48%( 70%) |
| Temporal | + 35%( 70%) |
| Blight | + 30%( 70%) |
| Fire | + 31%( 70%) |
| Cold | + 57%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 53% |
| Disarm Resistance | 10% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 128 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1040% for 10 turns (125 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 Shardskin. * 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 |
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. | 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 |
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 | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Hanontir2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% defense ------ Physical save +6 (+3 eff.) Healmod +11% Silence Resist +10% Confus Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Frozenkarma the cashmere wizard hat (7 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature +6% cold defense ------ Defense +7 (+4 eff.) Resistance +6% cold +18% nature +3% darkness Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Healmaster' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +5 Cun offense ------ On-Hit 7 cold Damage +5% cold Ignore resists +15% nature defense ------ Armor +2 Resistance +8% cold 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. |
| Tool | It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Fatigue -5% other ------- Encumbrance +22 Rings make your fingers look great! |
| On fingers | Islylegavena the Scorchwyrd0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% fire defense ------ Armor +10 Mind save +6 (+3 eff.) Unlife -40.00 life Life +20.00 Disarm Resist +10% Confus Resist +33% Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of magic (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
| In main hand | ash magestaff 'Ivydalaith' (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Physical Power +6 (+3 eff.) Spellpower +17 (+4 eff.) Spellpower/crit +7 Damage +15% cold Accuracy +7 (+4 eff.) defense ------ Defense +5 (+3 eff.) Disease Resist +20% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 29.26 to 35.11 cold damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Rainsmash1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Mag offense ------ Damage +6% cold defense ------ Resistance +5% fire +6% cold other ------- Infravision +3 A belt that goes around your waist. |
| In off hand | vined mindstar 'Silana' (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 blight While equipped: offense ------ Mind Crit +2% Mindpower +9 (+5 eff.) Damage +4% nature When Hit 4 physical defense ------ Resistance +3% blight Physical save +6 (+3 eff.) Life +15.00 Life Regen +0.60 Disease Resist +12% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Kindlehacker' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +3 Wil offense ------ Damage +12% light When Hit 6 cold defense ------ Defense +2 (+1 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
copper ring 'Blindwill'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +12% darkness Ignore resists +5% darkness When Hit 8 physical defense ------ Defense +10 (+5 eff.) Mind save +4 (+2 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
Gilidunamas (2-3 power, 15 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +3.5% Attack Speed 100% On-hit +8 physical While equipped: Stats +2 Dex offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Armor +8 Life +10.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scumsever (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +6 (+3 eff.) Spellpower +12 (+3 eff.) Damage +15% acid Ignore resists +15% nature Accuracy +16 (+8 eff.) When Hit 8 physical defense ------ Armor +4 Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+3 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff This unique-looking staff is carved with runes of destruction. |
linen cloak 'Stormlash' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Con +1 Mag offense ------ Damage +3% lightning Ignore resists +10% nature defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold other ------- See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Magmahash' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% light defense ------ Armor +1 Resistance +3% lightning +12% fire +6% cold A pair of boots made of leather. |
Flamevenom the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +3% mind Accuracy +10 (+5 eff.) When Hit 4 fire defense ------ Armor +1 Resistance +6% mind 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. |
Quenchpiercer (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +6% acid +6% cold Ignore resists +10% arcane Accuracy +14 (+7 eff.) When Hit 6 arcane On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Armor +2 Resistance +3% cold 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. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
134 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Azil the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 07:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Azil the Doomelf Necromancer level 10
7th Mirth 122nd year of Ascendancy at 21:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Azil the Doomelf Necromancer level 16
1st Dusk 122nd year of Ascendancy at 04:01 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Azil the Doomelf Necromancer level 2
74th Pyre 122nd year of Ascendancy at 22:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Azil the Doomelf Necromancer level 8
3rd Mirth 122nd year of Ascendancy at 05:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Azil the Doomelf Necromancer level 13
4th Flare 122nd year of Ascendancy at 00:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Azil the Doomelf Necromancer level 16
1st Dusk 122nd year of Ascendancy at 21:31 see stats
Log
Azil is surging arcane power.
Silerana the giant eel hits Ghoulking for 133 physical, 25 physical (158 total damage).
Silerana the giant eel's Beyond the Flesh performs a melee critical strike against Ghoulking!
Silerana the giant eel's Beyond the Flesh hits Ghoulking for (11 resilience), 234 physical (234 total damage).
Silerana the giant eel's Beyond the Flesh killed Ghoulking!
You collect a new ingredient: vial of squid ink (1).
You collect a new ingredient: electric eel tail (1).
Azil's Chill of the Tomb hits Silerana the giant eel for 476 cold damage.
Azil's Chill of the Tomb hits Eilinamira the squid for 535 cold damage.
Azil's Chill of the Tomb hits Electric eel for 438 cold damage.
Azil's Chill of the Tomb killed Electric eel!
Azil's Chill of the Tomb killed Eilinamira the squid!
Azil casts Invoke Darkness.
Azil hits Silerana the giant eel for 81 darkness damage.
Silerana the giant eel uses Realign.
Silerana the giant eel receives 294 healing.
Azil casts Black Ice.
Azil's spell attains critical power!
Azil hits Silerana the giant eel for 203 cold damage.
Your shield crumbles under the damage!
The shield around Azil crumbles.
Melee retaliation hits Silerana the giant eel for 9 cold, (2 to psi shield), 3 physical (11 total damage).
Silerana the giant eel's Beyond the Flesh hits Azil for (51 absorbed), 31 physical, 5 mind, 19 physical (55 total damage).
Silerana the giant eel uses Telekinetic Smash.
Azil shrugs off the effect 'Stunned'!
Melee retaliation hits Silerana the giant eel for 9 cold, (2 to psi shield), 3 physical, 9 cold, (2 to psi shield), 3 physical (23 total damage).
Silerana the giant eel hits Azil for 144 physical, 19 physical, 192 physical (355 total damage).
Azil the level 17 doomelf necromancer was eviscerated to death by Silerana the giant eel on level 2 of Lake of Nur.


























































































