










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 12 / 65% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 23 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 49 (base 37) |
| Willpower | 24 (base 10) |
| Cunning | 40 (base 25) |
Resources
| Life | 508/532 |
| Mana | 266/266 |
| Stamina | 128/128 |
| Healing Factor | 1.27 |
| Regeneration | 2.9845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 37 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Blight | +3% |
| Arcane | +15% |
| Mind | +6% |
| Physical | +15% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 39.98544234446 (76.629213483146%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 32 |
| Physical Save | 39 |
| Spell Save | 40 |
| Mental Save | 37 |
Defense: Resistances
| Darkness | + 6%( 74%) |
| Light | + 15%( 74%) |
| Cold | + 35%( 74%) |
| Blight | + 6%( 74%) |
| Physical | + 13%( 74%) |
| Fire | + 9%( 74%) |
| All | + 4%( 74%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 5% |
| Confusion Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 369% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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 248 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Shielding |
| talent | Arcane Feed |
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 sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 | Boryrehor (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +3 Dex / +3 Cun / +2 Con Life regen: +1.70 Light radius: +3 Healing mod.: +12% A pair of boots made of leather. |
| Light source | Belorin the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Wil / +2 Mag Critical mult.: +10.00% Mana each turn: +0.04 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Light radius: +5 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 | Isoriavea (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: +2 Dex / +5 Mag / +2 Cun Changes resistances: +2% physical Life regen: +0.40 Maximum life: +50.00 A cap made of leather. |
| On hands | hardened leather gloves 'Flowersun' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +2 Changes stats: +5 Dex / +4 Wil Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Poliramira the dwarven-steel pickaxe (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +6 Str / +2 Wil Changes damage: +15% arcane Physical save: +8 (+3 eff.) Spell save: +17 (+5 eff.) Mental save: +8 (+4 eff.) Vim when firing critical spell: +2.00 Maximum life: +56.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Velagamira the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +2 Dex / +5 Wil / +10 Cun / +6 Con Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +7 (+3 eff.) See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | titan's copper ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| Around neck | gold amulet 'Bleakveil'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 blight Changes stats: +3 Con Changes resistances: +3% blight / +6% physical Changes resistances cap: +4% all Changes resistances penetration: +15% blight Changes damage: +9% darkness / +3% blight Physical save: +15 (+5 eff.) Stamina each turn: +0.70 Amulets can have magical properties. |
| In main hand | short ash starstaff of illumination (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 82.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | ZerogohirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Changes resistances penetration: +20% mind Mana when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Xymitta the dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 81.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 On weapon hit: * 40% chance to cause random gloom * reduce the cooldown of your ward talent by 1 Damage (Melee): +16 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Effects when hit in melee: * 17% chance to blind Changes stats: +2 Str / +4 Mag / +5 Con Changes resistances: +12% light / +18% cold Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +6% mind Talents granted: +1 Ward +3 Block Handheld deflection devices. |
| Cloak | Fulyrayon the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% cold / +3% darkness / +2% physical Poison immunity: +5% Confusion immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of resilience (3 def, 13 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +20% Maximum life: +21.00 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 295 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic 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 ability. |
copper amulet of mastery (0.10 Spell / Aegis)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Aegis Amulets can have magical properties. |
short elm starstaff (10-12 power, 2 apr, physical element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
balanced dwarven-steel greatsword (36.5-58.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+5 eff.) Disarm immunity: +35% Massive two-handed swords. |
chilling steel longsword of paradox (16.5-23.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 temporal / +8 cold When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +6% temporal Sharp, long, and deadly. |
hateful stralite longsword of erosion (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 temporal / +5 darkness / +7 nature Damage against: +9% Living Sharp, long, and deadly. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
iron mail armour of Eyal (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +1.10 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of mail. |
rejuvenating iron mail armour of stability (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +10 (+3 eff.) Life regen: +2.30 Stamina each turn: +0.50 A suit of armour made of mail. |
Demonpain (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 acid Changes stats: +2 Wil Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +9% acid Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm 'Salebrevena' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances penetration: +10% arcane Changes damage: +12% arcane / +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
68 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ldnis the Higher Arcane Blade level 10
12nd Dusk 122nd year of Ascendancy at 15:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ldnis the Higher Arcane Blade level 7
4th Mirth 122nd year of Ascendancy at 15:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ldnis the Higher Arcane Blade level 10
14th Dusk 122nd year of Ascendancy at 15:43 see stats
Log
You gain 0.86 gold from the transmogrification of woodsman's iron pickaxe (dig speed 37 turns).
You gain 0.93 gold from the transmogrification of stabilizing rough leather cap of constitution (+2) (0 def, 1 armour).
You gain 8.26 gold from the transmogrification of pair of rough leather boots 'Galequench' (0 def, 1 armour).
You gain 0.95 gold from the transmogrification of linen cloak of the Shaloren (1 def, 0 armour).
You gain 9.82 gold from the transmogrification of Tempestbreeze (1 def, 0 armour).
You gain 9.75 gold from the transmogrification of Blindward the linen cloak (1 def, 0 armour).
You gain 1.20 gold from the transmogrification of spiked cured leather armour (2 def, 4 armour).
You gain 0.77 gold from the transmogrification of rough leather armour of acid resistance (1 def, 2 armour).
You gain 0.86 gold from the transmogrification of shimmering linen robe (0 def, 0 armour).
You gain 0.63 gold from the transmogrification of linen robe of nature (+15%) (0 def, 0 armour).
You gain 0.76 gold from the transmogrification of iron shield of lightning resistance (+15%) (4 def, 2 armour, 7.5-9 power, 20 block).
You gain 1.00 gold from the transmogrification of Serpent's Glare (7-7.7 power, 15 apr, nature damage).
You gain 1.53 gold from the transmogrification of insidious steel dagger (13.5-17.55 power, 6 apr).
You gain 12.50 gold from the transmogrification of Silent Blade (25-32.5 power, 10 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (14-18.2 power, 5 apr).
You gain 2.32 gold from the transmogrification of balanced iron dagger of massacre (15-19.5 power, 5 apr).
You gain 1.70 gold from the transmogrification of hateful iron waraxe (11-15.4 power, 2 apr).
You gain 2.50 gold from the transmogrification of Skullcleaver (20-28 power, 4 apr).
You gain 8.95 gold from the transmogrification of steel greatmaul 'Dairogar' (36.5-54.75 power, 2 apr).
You gain 1.89 gold from the transmogrification of hateful iron battleaxe (12.5-18.75 power, 1 apr).
You gain 1.99 gold from the transmogrification of shimmering elm magestaff (10-12 power, 2 apr, arcane element).
You gain 12.84 gold from the transmogrification of Stormsmash (10-12 power, 2 apr, physical element).
You gain 5.32 gold from the transmogrification of Camugobers.
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Ldnis deactivates Shielding.
Ldnis deactivates Stone Skin.
Ldnis deactivates Arcane Feed.
Ldnis deactivates Chant of Fortitude.
Ldnis deactivates Arcane Combat.























































































