













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Demonologist |
| Level / Exp | 13 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Gunsnake at level 13 on the 3rd Flare 122nd year of Ascendancy at 18:02 / 1 |
Primary Stats
| Strength | 39 (base 31) |
| Dexterity | 13 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 39 (base 35) |
| Willpower | 8 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 3/394 |
| Stamina | 41/131 |
| Vim | 107/246 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 0.30247555529552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 29 |
| Crit Chance | 7% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Fire | +6% |
| Nature | +3% |
| Darkness | +3% |
| Physical | +6% |
| Cold | +14% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Physical | +7% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 43.413408721348 (65.897138898113%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 26 |
| Physical Save | 23 |
| Spell Save | 28 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 45%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 21% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 354 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost defiler from death by hornet swarm. Escort: lost defiler (level 3 of Trollmire) | 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 |
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: * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | Ashoozer (3 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: +3 (+1 eff.) Fatigue: +2% Changes resistances: +9% temporal / +3% nature / +3% darkness Changes damage: +3% fire Mental save: +6 (+6 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 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 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | SerpentspawnerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +9% nature / +3% fire Changes damage: +3% nature / +3% fire Mindpower: +10 (+5 eff.) Mental crit. chance: +1% Light radius: +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 | Korezilathad the iron helm (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Armour: +3 Defense: +20 (+7 eff.) Fatigue: +5% Changes stats: +1 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Phlegmvice' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 2 physical Changes stats: +3 Dex / +1 Con Changes resistances: +3% cold Changes resistances penetration: +10% nature Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hailquill [power 110] (11/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes damage: +3% cold Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +13 (+5 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 14 Damage (Melee): 6 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 14 Damage (Ranged): 7 physical Changes stats: +2 Cun Changes resistances: +22% acid / +6% temporal Changes damage: +11% acid Stun/Freeze immunity: +10% Vim when hit: +2.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Healing mod.: +10% Cannot be unequipped or rerolled until level 15. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Zerumas Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +2% physical / +22% cold Changes damage: +11% cold Disarm immunity: +10% Vim when hitting in melee: +1.00 Rings make your fingers look great! |
| Around neck | clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
| In main hand | steel battleaxe 'Bregindur' (142% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 143% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Physical power: +9 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Con Changes resistances: +9% acid Changes resistances penetration: +7% physical Talent granted: +2 Flame Bolts Disarm immunity: +14% Massive two-handed battleaxes. |
| Around waist | Jettide the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +2 Mag Changes resistances: +6% fire / +5% cold Changes resistances penetration: +15% arcane Changes damage: +3% darkness Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talents granted: +2 Hexed Shield +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Isynor' (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +2% physical Changes damage: +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing steel mail armour of implacability (2 def, 10 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 10 acid / 8 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +11% acid / +10% fire Talent granted: +2 Acidic Bath Physical save: +6 (+3 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 552%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 17%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 nature talent. |
wild infusion of the sneak (res 21%; physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 nature talent. |
wild infusion of the titan (res 25%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 nature talent. |
This item will automatically be transmogrified when you leave the level.Urthelin (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +3 Con Changes resistances: +7% all Changes damage: +5% nature Poison immunity: +24% Disease immunity: +22% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+9 eff.) Spell crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neramina the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +1 Cun / +2 Con Changes resistances: +3% darkness Changes damage: +3% physical Physical save: +11 (+6 eff.) Mental save: +10 (+8 eff.) Blindness immunity: +20% Disease immunity: +20% A pair of boots made of leather. |
Thunderbringer the iron helm (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +1 Dex Changes resistances: +12% lightning / +7% cold Allows you to breathe in: water Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Goremalice' (10 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Defense: +10 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 2 nature Changes stats: +3 Con Changes damage: +3% mind Mindpower: +30 (+15 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
demon seed [dolleg] (18, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (18, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [Planar Controller] (10, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +3 Fearscape Shift Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (12, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +16% blight / +16% fire / +16% physical Reduce damage by fixed amount: +6 blight / +6 fire / +6 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (17, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +9% acid / +9% physical / +9% blight Changes damage: +16% acid / +16% physical / +16% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +16% acid / +16% darkness / +16% blight Reduce damage by fixed amount: +6 acid / +6 darkness / +6 blight Demon status: alive (100% life). The seed of a demon. |
5 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. |
120 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 (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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. |
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. |
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. |
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. |
7 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. |
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
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Zursia the Ogre Demonologist level 6
77th Pyre 122nd year of Ascendancy at 19:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zursia the Ogre Demonologist level 10
5th Mirth 122nd year of Ascendancy at 20:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zursia the Ogre Demonologist level 10
6th Mirth 122nd year of Ascendancy at 14:53 see stats
Log
Zursia hits Gunsnake for (1 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (0 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (0 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire (0 total damage).
Talent Shield Slam is ready to use.
Gunsnake damages himself through Martyrdom!
Burning from Gunsnake hits Zursia for (12 turned into osmosis), 30 fire (30 total damage).
Bleeding from Gunsnake hits Zursia for (9 turned into osmosis), 9 physical (9 total damage).
Zursia hits Gunsnake for (2 flat reduction), 0 fire, (1 flat reduction), 0 physical (0 total damage).
Zursia receives 59 healing.
Gunsnake performs a melee critical strike against Zursia!
Tempest of Metal misses Zursia.
Gunsnake damages himself through Martyrdom!
Gunsnake hits Zursia for (12 turned into osmosis), 27 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire, (8 turned into osmosis), 8 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire (68 total damage).
Tempest of Metal hits Zursia for (5 turned into osmosis), 5 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire (21 total damage).
Melee retaliation hits Gunsnake for (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind, (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind, (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind (0 total damage).
Zursia hits Gunsnake for (2 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (0 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (1 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire (0 total damage).
LIFE LOST WARNING!
Zursia casts Wraithform.
Zursia turns into a wraith.
Tempest of Metal performs a melee critical strike against Zursia!
Gunsnake misses Zursia.
Gunsnake damages himself through Martyrdom!
Gunsnake hits Zursia for (12 turned into osmosis), 15 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire (32 total damage).
Tempest of Metal hits Zursia for (5 turned into osmosis), 5 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire, (3 turned into osmosis), 3 physical, (12 turned into osmosis), 12 fire, (4 turned into osmosis), 4 fire (41 total damage).
Melee retaliation hits Gunsnake for (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind, (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind, (8 flat reduction), 0 acid, (2 flat reduction), 0 physical, (8 flat reduction), 0 fire, (4 flat reduction), 0 arcane, (3 flat reduction), 0 mind (0 total damage).
Zursia hits Gunsnake for (1 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (0 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire, (0 flat reduction), 0 physical, (1 flat reduction), 0 fire, (0 flat reduction), 0 fire (0 total damage).
Gunsnake damages himself through Martyrdom!
Burning from Gunsnake hits Zursia for (12 turned into osmosis), 45 fire (45 total damage).
Zursia hits Gunsnake for (3 flat reduction), 0 fire (0 total damage).
Zursia receives 104 healing.
Zursia the level 13 ogre demonologist was combusted to death by Gunsnake on level 5 of Scintillating Caves.



























































































