Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better ASCII 1.2.3Improves the ASCII display to be more useable overall. Designed for the regular ASCII display; if you use ASCII with backgrounds this may not help at all. Currently all this does is change monsters and traps that are difficult to see on a black background to be more readable. I've done this manually, so if you notice any I've missed please let me know. This also involved making a relatively invasive change to the Doomed, Summoner, and Necromancer classes, so please report any strange behavior with those classes, or with NPCs that have talents from those classes. Potential future plans include fixing the colors of some of the more problematic items and events such as Fearscape Portals, understanding what the shader field is supposed to do for monsters (i.e. are multicolored monsters supposed to actually shimmer), finding a higher-quality monospace font that looks better when blown up on the character page and other similar places, and trying to fix the various display bugs associated with putting an item's ability on the hotbar. Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 18 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by gigantic corrosive tunneler at level 16 on the 52nd Dusk 122nd year of Ascendancy at 12:11 / 2Killed by Rollo at level 18 on the 44th Haze 122nd year of Ascendancy at 19:10 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 77 (base 46) |
| Willpower | 56 (base 36) |
| Cunning | 27 (base 11) |
Resources
| Life | -11/237 |
| Mana | 421/500 |
| Healing Factor | 1.063829787234 |
| Regeneration | 1.8617021276596 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -3 |
| Infravision | 7 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 15 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Temporal | +8% |
| Physical | +6% |
| Cold | +23% |
| Lightning | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 25 |
| Ranged Defense | 27 |
| Fatigue | 1 |
| Physical Save | 20 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Physical | + 1%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 8%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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. |
| 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +89% arcane resistance. Arcane Storm |
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 failed to protect the injured seer from death by Burb the snow giant champion. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying 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 red crystal shard. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within3 lumberjacks have died. | 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
| On feet | [vs. pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)]pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Light source | [vs. Daybolt (Light source)]Daybolt Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 20(-) light / 44(-) fire Changes stats: +11(-) Cun / +5(-) Mag Changes resistances: +7%(-) fire Changes resistances penetration: +15%(-) fire Spellpower: +11 (+4 eff.) (-) Light radius: -3 (-) Infravision radius: +7 (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. aegis linen wizard hat of arcana (1 def, 0 armour) (On head)]aegis linen wizard hat of arcana (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +4(-) Wil / +3(-) Mag Life regen: +1.50 (-) Spellpower: +4 (+1 eff.) (-) Damage Shield Power: +6% (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 1 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.94 cold and 16.32 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)]pixie's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+6 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +2 Mag / +0(-4) Wil / +4 Cun / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Spellpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of the mystic (Around waist)]rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) (-) Spellpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
| In main hand | [vs. infernal ash starstaff of wizardry (15-18 power, 3 apr, darkness element) (In main hand)]infernal ash starstaff of wizardry (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 16(-) fire Changes stats: +1(-) Wil / +2(-) Mag Changes damage: +15%(-) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +16.00% (-) Maximum mana: +31.00 (-) Spellpower: +15 (+5 eff.) (-) Spell crit. chance: +2% (-) See invisible: +9 (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)]Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | [vs. stormwoven woollen robe of Angolwen (0 def, 0 armour) (Main armor)]stormwoven woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +8(-) Mag / +7(-) Wil Changes resistances: +6%(-) lightning / +7%(-) cold Changes damage: +6%(-) lightning / +6%(-) physical / +8%(-) cold Silence immunity: +20% (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Spellpower: +5 (+2 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. enveloping cashmere cloak of the Shaloren (8 def, 0 armour) (Cloak)]enveloping cashmere cloak of the Shaloren (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (-) Changes stats: +1(-) Wil / +2(-) Mag Physical save: +8 (+8 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Gleta the steel amulet (Around neck)]Gleta the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Damage (Melee): 0(-10) item manaburn arcane / 0(-15) item nature slow Changes stats: +3(-) Str / +2(-) Con Changes resistances: +1%(-) physical Critical mult.: +9.00% (-) Amulets can have magical properties. |
Inventory
[vs. infernal ash starstaff of wizardry (15-18 power, 3 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron longsword 'Shockwend' (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(-4.0 - -2.6) Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 111% (+11%) Damage (Melee): +4 blight Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +6 (+5 eff.) Damage (Melee): 0(-16) fire Changes stats: +2 Dex / +0(-2) Mag / +0(-1) Wil Changes resistances: +18% blight Changes resistances penetration: +10% lightning Changes damage: +12% blight / +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-16.00%) Maximum mana: +0.00 (-31.00) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-9) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.ametrine 0.00 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. |
[vs. Daybolt (Light source)]alchemist's lamp 'Emelavena' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +2 (+2 eff.) Damage when hit (Melee): 0(-20) light / 0(-44) fire Changes stats: +3 Dex / +0(-5) Mag / +0(-11) Cun / +1 Con Changes resistances: +0%(-7%) fire Changes resistances penetration: +0%(-15%) fire Changes damage: +6% physical Only die when reaching: -80.00 life Maximum life: +45.00 Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Light radius: +3 (+6) Infravision radius: +0 (-7) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Prox's Lucky Halfling Foot (Tool)]woodsman's iron pickaxe (dig speed 35 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +11% nature Changes damage: +6% nature Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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), 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. |
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. |
[vs. Prox's Lucky Halfling Foot (Tool)]psionic steel torque of kinetic psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rollo the Shalore Archmage level 13
20th Dusk 122nd year of Ascendancy at 16:59 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rollo the Shalore Archmage level 17
37th Haze 122nd year of Ascendancy at 07:29 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rollo the Shalore Archmage level 10
3rd Flare 122nd year of Ascendancy at 00:54 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Rollo the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 23:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rollo the Shalore Archmage level 7
5th Mirth 122nd year of Ascendancy at 02:35 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rollo the Shalore Archmage level 17
38th Haze 122nd year of Ascendancy at 10:05 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Rollo the Shalore Archmage level 17
43rd Haze 122nd year of Ascendancy at 02:19 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rollo the Shalore Archmage level 18
44th Haze 122nd year of Ascendancy at 06:55 see stats
Unstoppable (Roguelike)
Returned from the dead.By Rollo the Shalore Archmage level 16
52nd Dusk 122nd year of Ascendancy at 12:11 see stats
Log
Rollo is not stunned anymore.
Talent Command Staff is ready to use.
Talent Dig is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Flame is ready to use.
Poison from Naga myrmidon hits Rollo for (42 absorbed), 9 nature (9 total damage).
Rollo's arcane area effect hits Naga myrmidon for 100 arcane damage.
Rollo's arcane area effect hits Rollo for 30 arcane damage.
Rollo casts Flame.
You collect a new ingredient: naga tongue (1).
Snow giant chieftain is on fire!
Rollo hits Naga myrmidon for 133 fire damage.
Rollo hits Snow giant chieftain for 133 fire damage.
Rollo killed Naga myrmidon!
Rollo is no longer surging arcane power.
Rollo stops being poisoned.
Rollo's arcane area effect hits Rollo for 30 arcane damage.
Snow giant chieftain uses Infusion: Healing.
Snow giant chieftain receives 89 healing from Infusion: Healing.
Burning from Rollo hits Snow giant chieftain for 44 fire damage.
Rollo's arcane area effect hits Rollo for 30 arcane damage.
Talent Manathrust is ready to use.
Burning from Rollo hits Snow giant chieftain for 44 fire damage.
Rollo casts Mudslide.
Snow giant chieftain resists the punch!
Rollo hits Snow giant chieftain for 92 physical damage.
Saving game...


































































