









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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! Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 26 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Mayotira the elven warrior at level 26 on the 48th Dusk 122nd year of Ascendancy at 00:51 / 1 |
Primary Stats
| Strength | 47 (base 14) |
| Dexterity | 37 (base 26) |
| Constitution | 55 (base 14) |
| Magic | 52 (base 40) |
| Willpower | 60 (base 35) |
| Cunning | 50 (base 39) |
Resources
| Mana | 4/709 |
| Psi | 0/350 |
| Vim | 30/150 |
| Life | -16/844 |
| Positive | 84/125 |
| Stamina | 216/337 |
| Paradox | 352 |
| Healing Factor | 1.7 |
| Regeneration | 32.507375311139 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +87.501316195703% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 39.956004335202 |
| See Invisible | 45.956004335202 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Barehand
| Damage | 99 |
| Accuracy | 52 |
| Crit Chance | 70% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Nature | +13% |
| Physical | +26% |
| Arcane | +13% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +31% |
| All | +6% |
| Temporal | +31% |
Defense: Base
| Armour (hardiness) | 43.063402816797 (90.416666666667%) |
| Defense | 38 |
| Ranged Defense | 40 |
| Fatigue | 28 |
| Physical Save | 69.75 |
| Spell Save | 68.25 |
| Mental Save | 72 |
Defense: Resistances
| Blight | + 37%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 36%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 70% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 90% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 227 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1215% for 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Corruption / Bone | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Reaving combat | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Aegis | 1.50 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Conveyance | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Striking Stance |
| talent | Bone Shield |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | The thrill of combat improves the target's maximum life by 6%, life regeneration by 18.27, and stamina regeneration by 3.65. Bloodbath |
| beneficial effect | Increases maximum life and stamina by 30%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | The target's accuracy and power have been increased by 30. 3 Fateweaver |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 35. Bloodlust |
| beneficial effect | The target's defense and saves have been increased by 36. 3 Spin |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+1% global speed). Clarity |
| beneficial effect | The target has a 42% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
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 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Xanimira the midge swarm. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol 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 bloated horror heart. * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | shimmering yew starstaff of wizardry (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +20% physical Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +127.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Light source | piercing brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +6% all 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. |
| On head | cashmere wizard hat 'Getenik' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Con Changes damage: +13% arcane Critical mult.: +9.00% Physical save: +15 (+1 eff.) Maximum mana: +82.00 Damage Shield penetration: +50% A pointy cloth hat, very wizardly... |
| Tool | Emina the dwarven-steel pickaxe (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Str / +8 Wil Changes resistances: +6% lightning / +12% temporal / +12% darkness / +6% mind / +6% fire / +12% nature / +2% physical Changes resistances penetration: +15% temporal Disease immunity: +10% Stun/Freeze immunity: +20% Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Yvonn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +18% nature Reduces incoming crit damage: 10.00% Mental save: +30 (+7 eff.) Confusion immunity: +10% Rings can have magical properties. |
| On fingers | KorygolehadInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +2 Mag / +2 Wil / +6 Con Changes resistances: +26% nature Changes damage: +13% nature Life regen: +0.60 Maximum life: +49.00 Light radius: +3 See invisible: +6 Healing mod.: +10% Rings can have magical properties. |
| Around waist | 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. |
| Main armor | Aerarendur (6 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +23% Damage when hit (Melee): 11 physical Changes stats: +5 Str / +5 Mag / +6 Wil / +7 Con Changes resistances: +12% lightning / -12% light / +6% blight / +7% fire / +9% mind / +8% darkness Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Mindpower: +12 (+3 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
| On feet | Festerpeal the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +3 Con Changes resistances penetration: +25% nature Changes damage: +6% fire Physical save: +18 (+1 eff.) Mental save: +16 (+4 eff.) Silence immunity: +70% Confusion immunity: +80% Stun/Freeze immunity: +80% A pair of boots made of leather. |
| On hands | Rhodir (0 def, 15 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Effects on melee hit: * 10% chance to disease Damage (Melee): 10 lightning / 10 physical Damage when hit (Melee): 20 blight Changes resistances: +7% lightning Changes resistances penetration: +10% temporal Changes damage: +7% lightning / +6% physical Mental save: +10 (+2 eff.) Maximum life: +57.00 When used to modify unarmed attacks: Base power: 30.5 - 33.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +4 blight Burst (radius 1) on hit: +11 physical / +4 temporal Burst (radius 2) on crit: +9 lightning / +10 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glyda the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.18 Corruption / Torture Mental save: +30 (+7 eff.) Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
Inventory
Dairolagund (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +1 Cun Changes resistances: +3% mind / +7% cold Changes damage: +3% mind Allows you to breathe in: water Light radius: +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 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. |
277 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. |
4 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
iron pickaxe 'Hellpride' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 8 fire Changes stats: +1 Str / +2 Cun Changes resistances: +3% acid Changes damage: +3% acid Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
6 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
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Country Dad the Shalore Adventurer level 22
39th Dusk 122nd year of Ascendancy at 07:56 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Country Dad the Shalore Adventurer level 10
8th Flare 122nd year of Ascendancy at 23:18 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Country Dad the Shalore Adventurer level 20
25th Dusk 122nd year of Ascendancy at 00:24 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Country Dad the Shalore Adventurer level 25
46th Dusk 122nd year of Ascendancy at 23:19 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Country Dad the Shalore Adventurer level 18
22nd Dusk 122nd year of Ascendancy at 04:09 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Country Dad the Shalore Adventurer level 7
6th Flare 122nd year of Ascendancy at 01:00 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Country Dad the Shalore Adventurer level 23
40th Dusk 122nd year of Ascendancy at 16:43 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Country Dad the Shalore Adventurer level 13
10th Dusk 122nd year of Ascendancy at 15:09 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Country Dad the Shalore Adventurer level 21
27th Dusk 122nd year of Ascendancy at 20:47 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Country Dad the Shalore Adventurer level 13
6th Dusk 122nd year of Ascendancy at 10:29 see stats
Log
Mayotira the elven warrior is covered in acid!
Isamina the elven guard uses Oozebeam.
Country Dad slows down.
Elven tempest's spell attains critical power!
Mayotira the elven warrior HEALS from blight damage!
Country Dad mentally dismisses some damage!
Country Dad converts some damage to Psi!
Bleeding from Elven mage hits Elven warrior for 79 physical damage.
Thunderstorm hits Country Dad for (34 resist armour), (14 dismissed), 6 to psi, 6 lightning (11 total damage).
Isamina the elven guard hits Country Dad for (75 to psi shield), (34 resist armour), (3 dismissed), 1 to psi, 1 nature (3 total damage).
Country Dad hits Mayotira the elven warrior for 14 physical, 15 blight, 5 healing, 4 fire, 14 physical, 15 blight, 5 healing, 4 fire (66 total damage) [9 healing].
Mayotira the elven warrior hits Country Dad for (34 resist armour), 106 to psi, 108 blight, (8 to psi shield), (4 resist armour), 0 temporal, (22 resist armour), 0 blight, (34 resist armour), 44 to psi, 45 blight, (4 to psi shield), (2 resist armour), 0 cold, (22 resist armour), 0 blight (304 total damage).
Country Dad's Beyond the Flesh performs a melee critical strike against Mayotira the elven warrior!
Talent Rune: Manasurge is ready to use.
Talent Infusion: Primal is ready to use.
Talent Bone Grab is ready to use.
Mayotira the elven warrior hits Country Dad for (6 to psi shield), (4 resist armour), 0 physical, (7 to psi shield), (4 resist armour), 0 temporal (0 total damage).
Country Dad's Beyond the Flesh hits Elven warrior for 203 arcane damage.
Country Dad's Beyond the Flesh hits Mayotira the elven warrior for 93 physical, 18 lightning, 22 physical, 203 arcane (336 total damage).
Mayotira the elven warrior HEALS from blight damage!
Mayotira the elven warrior hits Country Dad for (6 to psi shield), (4 resist armour), 0 physical, (7 to psi shield), (4 resist armour), 0 temporal (0 total damage).
Country Dad hits Elven warrior for 14 physical, 4 temporal (18 total damage).
Country Dad hits Mayotira the elven warrior for 126 physical, 3 blight, 11 lightning, 13 physical, 14 physical, 4 temporal (170 total damage).
Mayotira the elven warrior casts Acid Strike.
Mayotira the elven warrior performs a melee critical strike against Country Dad!
Country Dad's spell attains critical power!
Country Dad's spell attains critical power!
Country Dad's mind surges with critical power!
Saving game...





































































































