











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Fallen |
| Level / Exp | 13 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Isluta the storm drake hatchling at level 11 on the 15th Dusk 122nd year of Ascendancy at 04:53 / 2Killed by Xydhevea the multi-hued crystal at level 13 on the 31st Dusk 122nd year of Ascendancy at 18:58 |
Primary Stats
| Strength | 38 (base 33) |
| Dexterity | 17 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 43 (base 33) |
| Willpower | 24 (base 12) |
| Cunning | 24 (base 10) |
Resources
| Life | -94/331 |
| Positive | 0/86 |
| Hate | 88/100 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 0.26979308143889 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 43 |
| Crit Chance | 36% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Blight | +5% |
| Arcane | +4% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +15% |
| Arcane | +5% |
| Cold | +10% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 50.317011280365 (78.903125182002%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 27 |
| Physical Save | 19 |
| Spell Save | 26 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 5%( 70%) |
| Fire | + 27%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Bleed Resistance | 0% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 345 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Crimson Templar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Isleyana the giant venus flytrap. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 | Bokychik (Nightmares) (10 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +1 Con Changes resistances penetration: +5% arcane Infravision radius: +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Phoenixworth'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 fire Changes resistances: +3% cold / +9% fire Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +6 See invisible: +6 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 | Pitchwreck the iron helm (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +1 Wil Changes resistances penetration: +5% darkness / +10% cold Infravision radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xeragalelaith the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane Spell save: +9 (+4 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +1% Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Adithra the ShiverrainPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +5 Dex / +4 Wil / +9 Cun Changes resistances: +6% cold Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
| Around waist | Yvayathra (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +5 Wil Changes resistances: +6% fire / +5% cold Changes resistances penetration: +15% mind Curse of Shrouds A belt that goes around your waist. |
| In main hand | Corpathus (Nightmares) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +24.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +36.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| On hands | stone warden's rough leather gloves of magic (+6) (Madness) (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +6% Changes stats: +3 Mag / +6 Con Changes resistances: +5% physical Changes damage: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Hanudar the steel shield (Madness) (0 def, 4 armour, 41 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Fatigue: +8% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Dex / +2 Mag Changes resistances: +15% cold / +11% temporal Talent granted: +1 Block Maximum mana: +60.00 Spell crit. chance: +2% Curse of Madness Handheld deflection devices. |
| Cloak | Stokemaster the linen cloak (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +2 Str / +2 Con Changes resistances: +3% mind / +12% fire Changes resistances penetration: +5% fire Changes damage: +3% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Singeobeisance the steel mail armour (Corpses) (7 def, 16 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +7 (+3 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +5 Cun / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +10% fire Changes damage: +3% mind Mental save: +25 (+11 eff.) Curse of Corpses A suit of armour made of mail. |
Inventory
Koridar (Corpses) (48-71 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 47.5 - 71.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 6 mind Changes stats: +1 Wil Disarm immunity: +29% Psi when hit: +0.12 Curse of Corpses Massive two-handed mauls. |
fortifying steel mail armour (Shrouds) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Maximum life: +41.00 Curse of Shrouds A suit of armour made of mail. |
prismatic iron plate armour of fire resistance (Corpses) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% fire / +10% light / +11% darkness Curse of Corpses A suit of armour made of metal plates. |
Poryda the rough leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 2 mind Changes resistances: +3% acid / +6% fire / +6% cold Changes resistances penetration: +25% acid Curse of Shrouds A belt that goes around your waist. |
Cyritha the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Con Reduces incoming crit damage: 15.00% Poison immunity: +10% Stamina each turn: +0.40 Only die when reaching: -20.00 life Maximum stamina: +13.00 Curse of Nightmares A pair of boots made of leather. |
Islavea the pair of iron boots (Nightmares) (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +1 Wil Changes resistances: +6% lightning / +5% temporal / +1% physical Physical save: +12 (+6 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Bilewisp' (Corpses) (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 52% Changes resistances: +3% mind Changes resistances penetration: +5% mind Physical save: +3 (+2 eff.) Stamina each turn: +2.40 Maximum stamina: +12.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Madness) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
grounding iron helm of constitution (+3) (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +5% temporal Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 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. |
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. |
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. |
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. |
89 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Loyce the Cornac Fallen level 10
3rd Summertide 122nd year of Ascendancy at 21:35 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Loyce the Cornac Fallen level 13
31st Dusk 122nd year of Ascendancy at 18:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Loyce the Cornac Fallen level 10
4th Flare 122nd year of Ascendancy at 14:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Loyce the Cornac Fallen level 7
1st Mirth 122nd year of Ascendancy at 03:24 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Loyce the Cornac Fallen level 11
15th Dusk 122nd year of Ascendancy at 04:53 see stats
Log
Loyce casts Final Sunbeam.
Loyce misses Something.
Loyce misses Something.
Loyce performs a melee critical strike against Something!
Loyce misses Something.
Loyce damages himself through Martyrdom!
Something leeches life from Loyce!
Loyce hits Loyce for 9 healing, 5 healing (0 total damage) [14 healing].
Loyce hits Something for 227 physical, 9 healing, 16 blight, 12 light (255 total damage) [9 healing].
Something hits Loyce for 21 physical, 2 blight, 7 healing, 1 light, 7 fire (31 total damage) [7 healing].
Something hits Loyce for (4 shared agony), 26 light (26 total damage).
Loyce is dazed!
Loyce is not dazed anymore.
Burning from Gynn the red crystal hits Loyce for (2 shared agony), 13 fire (13 total damage).
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Loyce damages himself through Martyrdom!
Loyce receives 1 healing.
Hymn of Perseverance hits Loyce for 7 darkness damage.
Something hits Loyce for 2 physical damage.
Loyce uses Infusion: Movement.
Loyce is moving at extreme speed!
Loyce slows down.
Loyce damages himself through Martyrdom!
Loyce hits Loyce for 4 healing, 5 healing (0 total damage) [8 healing].
Loyce hits Something for 71 physical, 16 blight, 12 light (99 total damage).
Something hits Loyce for 6 physical, 1 blight, 7 healing, 1 light, 6 fire (14 total damage) [7 healing].
Something hits Loyce for (2 shared agony), 17 fire (17 total damage).
Something hits Loyce for (4 shared agony), 26 light (26 total damage).
Loyce the level 13 cornac fallen was purified to death by Xydhevea the multi-hued crystal on level 4 of Scintillating Caves.



































































