
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. True Respec 1.5.10Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Normal Roguelike |
| Sex | Male |
| Race | Chronophage |
| Class | Temporal Hero |
| Level / Exp | 18 / 67% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 37 (base 9) |
| Dexterity | 60.86111429834 (base 46) |
| Constitution | 50 (base 10) |
| Magic | 66 (base 46) |
| Willpower | 31 (base 11) |
| Cunning | 36 (base 12) |
Resources
| Life | 455/551 |
| Stamina | 164/164 |
| Paradox | 270 |
| Healing Factor | 1.2727272727273 |
| Regeneration | 1.7818181818182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115.20309089684% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 148 |
| Accuracy | 57 |
| Crit Chance | 35% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 23% |
| Speed | 1 |
| Cooldown Reduction | 14.533762057878 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Acid | +17% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +5% |
| Lightning | +7% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 68.969467598314 (79.094561312383%) |
| Defense | 62 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 41 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 33%( 82%) |
| Physical | + 37%( 82%) |
| Temporal | + 40%( 82%) |
| Nature | + 59%( 82%) |
| Arcane | + 11%( 82%) |
| Fire | + 31%( 82%) |
| All | + 19%( 82%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 55% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 365 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.20 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Written in the Stars | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Forecast | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Undeadheritage | 1.00 |
| 0/1 |
| Chronomancy / Fate Weaving | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Swordmaster | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Matrix |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Words of the Wind |
| talent | Weapon Folding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The time distortion has created a restoration field, healing the target for 21 each turn. Temporal Restoration Field |
| beneficial effect | The target's defense and saves have been increased by 12. 4 Spin |
| beneficial effect | The target's negative regeneration is increased by 3. Talent investment might add more benefits. 4 Mantle |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 38.03 fire damage, and talent cooldowns are increased by 32% plus 1 turn. Burning Hex |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 10 and doing 20.46 blight damage per turn. Decrepitude Disease |
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 lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You failed to protect the lost warrior from death by Siluramira the fire drake hatchling. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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 warg claw. * '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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emarialrathra the pair of iron boots (6 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -3% Changes resistances: +15% fire Changes damage: +3% acid Maximum encumbrance: +23 Physical save: +14 (+4 eff.) Disarm immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +8 See invisible: +7 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 | rough leather hat of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex A hat made of leather. Very stylish. |
| Tool | Chyran (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +5 Mag Changes resistances: +10% nature Changes damage: +6% nature Grants telepathy: Humanoid/Orc When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Glorabrema'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +5 Wil / +4 Cun Changes resistances: +6% acid / +9% nature / +5% arcane Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | Adybeth the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to disease * 10% chance to cause random gloom * 10% chance to blind Damage (Melee): 23 light / 5 bleed Effects on ranged hit: * 11% chance to cause random gloom * 15% chance to blind Damage (Ranged): 20 light / 10 bleed Damage when hit (Melee): 4 blight Changes stats: +3 Cun Changes resistances: +6% acid Changes resistances penetration: +5% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
| Around waist | monstrous rough leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +3 Dex / +3 Cun / +4 Con / +6 Lck Trap disarming bonus: +6 Stealth bonus: +5 Physical save: +6 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In main hand | thunderous stralite greatsword of crippling (49-78.4 power, 3 apr)Requires: - Magic 35 - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 70% Mag, 70% Dex Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Str / +3 Dex / +5 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Massive two-handed swords. |
| On hands | corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Dex Changes resistances: +5% acid Changes damage: +4% acid When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | murderer's linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | AnundilCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Dex Changes resistances: +2% physical Talent mastery: +0.17 Corruption / Doom covenant Physical save: +9 (+3 eff.) Life regen: +0.40 Amulets can have magical properties. |
Inventory
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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 335/400. 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Jarek the Chronophage Temporal Hero level 11
39th Dusk 122nd year of Ascendancy at 11:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Jarek the Chronophage Temporal Hero level 16
6th Allure 123rd year of Ascendancy at 13:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Jarek the Chronophage Temporal Hero level 10
1st Dusk 122nd year of Ascendancy at 11:40 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Jarek the Chronophage Temporal Hero level 12
48th Dusk 122nd year of Ascendancy at 03:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Jarek the Chronophage Temporal Hero level 9
3rd Flare 122nd year of Ascendancy at 19:23 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Jarek the Chronophage Temporal Hero level 17
74th Regrowth 123rd year of Ascendancy at 14:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Jarek the Chronophage Temporal Hero level 15
46th Haze 122nd year of Ascendancy at 19:33 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By Jarek the Chronophage Temporal Hero level 4
77th Pyre 122nd year of Ascendancy at 08:01 see stats
Log
Fire drake hatchling slows down.
Jarek hits Fire drake hatchling for 43 temporal, 28 temporal, 28 physical, 56 physical (154 total damage).
Jarek hits Rogue for 359 physical damage.
Jarek killed Rogue!
Talent Time Shield is ready to use.
Decrepitude Disease from Siluramira the fire drake hatchling hits Jarek for (6 dissipated), 13 blight (13 total damage).
Jarek receives 26 healing from Temporal Restoration Field.
You pickup 0.85 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.80 gold pieces.
Siluramira the fire drake hatchling casts Drain.
Blue jelly uses Slime Spit.
Jarek is free from the hex.
Decrepitude Disease from Siluramira the fire drake hatchling hits Jarek for (6 dissipated), 13 blight (13 total damage).
Jarek receives 26 healing from Temporal Restoration Field.
Siluramira the fire drake hatchling's Drain hits Jarek for (30 dissipated), 82 blight (82 total damage).
Jarek stops spinning fate.
Jarek is free from the hex.
Jarek deactivates Arcane Feed.
Jarek deactivates Matrix.
Jarek deactivates Weapon Folding.
Jarek deactivates Words of the Wind.
Jarek is free from the decrepitude disease.
Jarek deactivates Arcane Combat.
Jarek's stars are no longer aligned.
Jarek deactivates Energy Decomposition.
Jarek deactivates Matter Weaving.














































































