










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 15 / 95% |
| Size | big |
| Lifes / Deaths | Killed by Velemille the green worm mass at level 14 on the 14th Dusk 122nd year of Ascendancy at 00:00 / 2Killed by Poruseth the mean looking elven guard at level 15 on the 18th Dusk 122nd year of Ascendancy at 02:13 |
Primary Stats
| Strength | 41 (base 36) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 14) |
| Magic | 40 (base 34) |
| Willpower | 21 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -6/356 |
| Positive | 0/62 |
| Stamina | 176/190 |
| Healing Factor | 0.21130906464902 |
| Regeneration | 1.5742525316352 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +124.86971986814% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +27% |
| Acid | +6% |
| Darkness | +3% |
| Cold | +8% |
| Mind | +21% |
| Lightning | +30% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Blight | +60% |
| Lightning | +40% |
| Cold | +6% |
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 56.416050405667 (76.629213483146%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 43 |
| Physical Save | 36 |
| Spell Save | 34 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 19%( 73%) |
| Lightning | + 56%( 73%) |
| Cold | + 19%( 73%) |
| Mind | + 18%( 73%) |
| Blight | + 34%( 73%) |
| Acid | + 11%( 73%) |
| Fire | + 42%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.48 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Weapon of Wrath |
| detrimental effect | The target is on fire, taking 40.91 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 21%. Insidious Poison |
| detrimental effect | Huge cut that bleeds, doing 30.30 physical damage per turn and decreasing all heals received by 82%. Deep Wound |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| beneficial effect | Increases global action speed by 25%. Speed |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | miner's pair of hardened leather boots of evasion (10 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Fatigue: +3% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +2 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 | Flashtorrent the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 38% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes resistances: +11% acid / +23% lightning / +15% blight / +11% cold / +9% mind / +10% fire Changes resistances penetration: +30% blight / +15% lightning Changes damage: +30% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Treevenom (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 38% Damage (Melee): 11 cold Changes resistances: +8% cold Changes resistances penetration: +25% lightning / +15% blight Changes damage: +9% nature / +8% cold Mana when firing critical spell: +3.00 Spellpower: +10 (+4 eff.) See invisible: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | warded ash wand of conjuration [power 169] (25/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Voidblood'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +6% blight / +26% fire / +6% nature Changes damage: +3% darkness / +13% fire Critical mult.: +10.00% Poison immunity: +10% Disease immunity: +14% Vim when firing critical spell: +1.00 Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Mag Spell save: +8 (+4 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | BelissraCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances cap: +3% all Talent mastery: +0.18 Celestial / Light Physical save: +25 (+9 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+5 eff.) Amulets can have magical properties. |
| In main hand | Gleamwend (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +6 ice When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Armour: +13 Changes stats: +1 Dex Changes resistances penetration: +9% physical / +6% cold Maximum stamina: +20.00 Light radius: +3 Blunt and deadly. |
| Around waist | rough leather belt 'Khelirain'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Str / +4 Cun Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spell save: +7 (+3 eff.) Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
| In off hand | Porymira (8 def, 2 armour, 28-33.6 power, 81 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 12 acid Changes resistances: +24% lightning / +9% mind Changes damage: +21% mind Talent granted: +3 Block Critical mult.: +30.00% Hate when firing a critical mind attack: +6.00 Handheld deflection devices. |
| Cloak | cashmere cloak 'Emadarin' (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Defense: +11 (+5 eff.) Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +13% nature / +13% blight Changes resistances penetration: +15% blight Physical save: +6 (+3 eff.) Life regen: +1.60 Spell crit. chance: +3% Healing mod.: +15% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yvayann the Healpython (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +3 Str / +5 Con Changes resistances: +9% lightning Changes damage: +18% nature Life regen: +5.60 Stamina each turn: +2.50 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 223 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 213 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 257 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 6; power 29; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +24% Amulets can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
regal cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Spell save: +7 (+3 eff.) Mental save: +11 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerata the Airvortex (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str / +8 Cun / +2 Con Changes resistances: +6% temporal Changes damage: +9% lightning / +4% temporal Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelyldil the Ichorwind (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 38% Changes stats: +6 Str / +4 Con Changes damage: +12% fire / +12% physical Critical mult.: +6.00% A cap made of leather. |
iron helm 'Eilinunne' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +9 Fatigue: +5% Changes stats: +4 Str Changes resistances: +6% cold Changes resistances penetration: +5% physical Allows you to breathe in: water 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. |
41 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. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MOOG the Shalore Sun Paladin level 11
2nd Summertide 122nd year of Ascendancy at 00:53 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By MOOG the Shalore Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 21:56 see stats
Lost in translation (Madness (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By MOOG the Shalore Sun Paladin level 8
78th Pyre 122nd year of Ascendancy at 11:25 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By MOOG the Shalore Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 22:13 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By MOOG the Shalore Sun Paladin level 9
1st Mirth 122nd year of Ascendancy at 03:04 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By MOOG the Shalore Sun Paladin level 15
18th Dusk 122nd year of Ascendancy at 00:36 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By MOOG the Shalore Sun Paladin level 14
14th Dusk 122nd year of Ascendancy at 00:00 see stats
Log
MOOG's spell attains critical power!
MOOG is poisoned!
Elven guard hits MOOG for 15 physical, 2 nature (17 total damage).
MOOG hits Elven guard for 5 acid, 5 fire, 5 blight (15 total damage).
Shield of Light hits MOOG for 13 healing, 13 healing (0 total damage) [25 healing].
Insidious Poison from Elven guard hits MOOG for 2 nature damage.
Shield of Light hits MOOG for 11 healing, 11 healing (0 total damage) [21 healing].
Burning from Poruseth the mean looking elven guard hits MOOG for 25 fire damage.
Poruseth the mean looking elven guard uses Bleeding Edge.
Poruseth the mean looking elven guard performs a melee critical strike against MOOG!
Poruseth the mean looking elven guard's spell attains critical power!
MOOG is cut deeply.
Shield of Light hits MOOG for 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing (0 total damage) [84 healing].
MOOG hits Poruseth the mean looking elven guard for 5 acid, 4 fire, 5 blight, 5 acid, 4 fire, 5 blight (29 total damage).
Poruseth the mean looking elven guard hits MOOG for 51 physical, 4 darkness, 5 temporal, 21 darkness, 7 fire, 23 physical, 21 darkness, 14 fire (147 total damage).
There is a way to the previous level here (press '' or right click to use).
There is a way to the next level here (press '' or right click to use).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Insidious Poison from Elven guard hits MOOG for 2 nature damage.
Shield of Light hits MOOG for 1 healing, 1 healing (0 total damage) [2 healing].
Deep Wound from Poruseth the mean looking elven guard hits MOOG for 30 physical damage.
Burning from Poruseth the mean looking elven guard hits MOOG for 24 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
MOOG deactivates Second Life.
MOOG has been healed by a blast of positive energy!
Saving game...











































































