












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/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:
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 | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 19 / 35% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 19 on the 15th Dearth 122nd year of Ascendancy at 15:52 / 1 |
Primary Stats
| Strength | 54 (base 47) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 47 (base 39) |
| Willpower | 27 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -68/694 |
| Positive | 2/104 |
| Stamina | 164/196 |
| Healing Factor | 1.2283363011315 |
| Regeneration | 7.6771018820721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Cold | +4% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Nature | +5% |
| Arcane | +15% |
| Fire | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.413408721348 (65.897138898113%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 25 |
| Physical Save | 46 |
| Spell Save | 45 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 18%( 70%) |
| Mind | + 15%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 17%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 53% |
| Bleed Resistance | 20% |
| Confusion Resistance | 98% |
| Disarm Resistance | 23% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 523 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 79 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Emelorira the stone troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed chunk of ghoul flesh. | 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 within2 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. | active |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +23% Confus Resist +21% Stun Resist +20% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Polagath (5 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +5% Resistance +9% cold Physical save +12 (+4 eff.) Life +60.00 Silence Resist +10% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Delyromitar the hardened leather gloves (5 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +5 Dex offense ------ On-Hit 8 cold Damage +4% cold Accuracy +12 (+4 eff.) Ignore Armor +7 defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +3% blight +5% cold +5% arcane Crit Resistance 5.00% Physical save +5 (+2 eff.) Mind save +6 (+2 eff.) Cut Resist +20% Disarm Resist +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Plaguetickler the ash wand of shielding [power 176] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +5% nature +15% arcane defense ------ Resistance +3% nature Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Garab the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +8 (+4 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Resistance +3% temporal +5% arcane +9% light Crit Resistance 5.00% Disease Resist +20% Confus Resist +10% Rings make your fingers look great! |
| On fingers | Tarredar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% acid Ignore resists +5% acid defense ------ Defense +5 (+2 eff.) Resistance +6% mind +12% fire Mind save +6 (+2 eff.) Life +40.00 Confus Resist +23% Rings make your fingers look great! |
| Around neck | steel amulet 'Poruma'0.1 Encumbrance T2 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +11 (+5 eff.) defense ------ Resistance +5% arcane Spell save +3 (+1 eff.) Mind save +12 (+4 eff.) Confus Resist +24% other ------- Max hate +4.00 Masteries +0.15 Celestial/Crusader Amulets make your neck look great! |
| In main hand | elemental steel longsword of massacre (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 64 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +8% fire Sharp, long, and deadly. |
| Around waist | Polildabeth1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +3% nature Physical save +3 (+1 eff.) Spell save +6 (+2 eff.) Life +60.00 Blind Resist +10% Silence Resist +20% Confus Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield of shrapnel (0 def, 6 armour, 27-32 power, 81 block)7.0 Encumbrance T3 shield armor [Ego++] Master When used to Attack: Weapon Damage 27.0 - 32.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +4 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Boltpride' (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +21% lightning +6% mind Mind save +13 (+4 eff.) Life +20.00 Life Regen +3.00 Healmod +10% A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Relgodin the Sunbearer (56-84 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +4 fire While equipped: Stats +3 Wil offense ------ Critical power +20.00% Damage +9% fire other ------- Max hate +6.00 Max psi +10.00 Massive two-handed mauls. |
Relgigobar (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +10 Cun +7 Wil offense ------ Mindpower +15 (+7 eff.) Ignore resists +5% mind defense ------ Armor +3 Physical save +8 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- Max hate +2.00 A pair of boots made of leather. |
pair of iron boots 'Cuthidil' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +8 Wil +1 Con offense ------ Damage +6% acid defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +7% temporal +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel helm 'Rhasus' (0 def, 6 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Dex +5 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +6 Fatigue +4% Resistance +3% acid other ------- Max stamina +10.00 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun plate armour 'Murksorrow' (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Arcane While equipped: Stats +18 Con offense ------ Damage +9% darkness Ignore resists +25% fire When Hit 4 darkness defense ------ Armor +16 Fatigue +45% Resistance -31% light +16% fire +16% darkness +8% arcane Physical save +16 (+5 eff.) Spell save +32 (+11 eff.) Mind save +16 (+5 eff.) A suit of armour made of metal plates. |
Airquake (0 def, 5 armour, 20-24 power, 85 block)7.0 Encumbrance T2 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 20.0 - 24.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +85 On-hit +12 lightning +10 physical While equipped: Stats +2 Wil offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 19 When Hit: * 14% chance to reduce all saves and defense by 19 defense ------ Armor +5 Fatigue +8% Resistance +3% mind +11% physical Windwall +32 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
54 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
flaming pouch of dwarven-steel shots (19/19, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-Hit, radius 1 +5 fire Shots are used with slings to pummel your foes to death. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sunbastion Idsen the Dwarf Sun Paladin level 10
4th Profit 122nd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sunbastion Idsen the Dwarf Sun Paladin level 10
4th Profit 122nd year of Ascendancy at 01:11 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Sunbastion Idsen the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 08:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sunbastion Idsen the Dwarf Sun Paladin level 10
9th Profit 122nd year of Ascendancy at 13:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sunbastion Idsen the Dwarf Sun Paladin level 17
1st Dearth 122nd year of Ascendancy at 00:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sunbastion Idsen the Dwarf Sun Paladin level 16
25th Wealth 122nd year of Ascendancy at 05:51 see stats
Log
You pickup 0.65 gold pieces.
Assassin Lord slows down.
Sunbastion Idsen uses Assault.
Assassin Lord is a martyr.
Sunbastion Idsen misses Assassin Lord.
Sunbastion Idsen performs a melee critical strike against Assassin Lord!
Sunbastion Idsen hits Assassin Lord for 51 physical, 12 light, 8 cold, 14 light, 109 physical, 11 light, 7 cold, 13 light, 52 fire (277 total damage).
Shield of Light hits Assassin Lord for 18 light, 12 light, 8 cold, 14 light (52 total damage).
Assassin Lord casts Phase Door.
Assassin Lord casts Shadow Veil.
Sunbastion Idsen is poisoned!
Assassin Lord performs a melee critical strike against Sunbastion Idsen!
Assassin Lord is covered in a veil of shadows!
Assassin Lord damages himself through Martyrdom!
Assassin Lord hits Sunbastion Idsen for 131 darkness, 6 nature, 24 darkness, 122 darkness, 24 darkness, 6 acid, 5 nature (319 total damage).
Shield of Light hits Sunbastion Idsen for 6 healing, 6 healing, 6 healing, 6 healing (0 total damage) [26 healing].
Sunbastion Idsen hits Assassin Lord for 8 darkness, 1 nature, 2 darkness, 5 darkness, 1 darkness, 0 acid, 0 nature (18 total damage).
Melee retaliation hits Assassin Lord for 11 light, 8 light (19 total damage).
Assassin Lord damages himself through Martyrdom!
Deadly Poison from Assassin Lord hits Sunbastion Idsen for 50 nature damage.
Sunbastion Idsen hits Assassin Lord for 2 nature damage.
Assassin Lord performs a melee critical strike against Sunbastion Idsen!
Assassin Lord performs a melee critical strike against Sunbastion Idsen!
Assassin Lord damages himself through Martyrdom!
Assassin Lord hits Sunbastion Idsen for 264 darkness, 6 nature, 24 darkness, 126 darkness (421 total damage).
Sunbastion Idsen hits Assassin Lord for 8 darkness, 0 nature, 1 darkness, 4 darkness (13 total damage).
Melee retaliation hits Assassin Lord for 5 light, 5 light (11 total damage).
Sunbastion Idsen the level 19 dwarf sun paladin was shadowed to death by Assassin Lord on level 2 of Unknown tunnels.




















































































