










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Higher |
| Class | Archmage |
| Level / Exp | 12 / 72% |
| Size | big |
| Lifes / Deaths | Killed by thief at level 12 on the 8th Mirth 122nd year of Ascendancy at 18:49 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 41 (base 37) |
| Willpower | 30 (base 27) |
| Cunning | 12 (base 11) |
Resources
| Life | -123/248 |
| Mana | 80/359 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 4.4456322682525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 7 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Lightning | +10% |
| Nature | +17% |
| Mind | +3% |
| Physical | +6% |
| Fire | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 1 |
| Physical Save | 20 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 14%( 70%) |
| Nature | + 34%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 400% 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (60 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.41 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 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 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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 | Brenaregodan the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% nature +3% fire Die.at -60.00 life A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +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 | Hellrain the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% fire Blind- +20% Stun/Frz- +10% ---------- misc Infravis +1 A cap made of leather. |
| Tool | Firedeath the elm totem of summon tentacle [power 95] (20/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +6% fire ---------- misc Infravis +1 See.Invis +6 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 104 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | steel ring 'Glowfame'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +17% nature +10% acid Melee Ret 2 light ----- def ----- Resists +20% acid +22% nature +6% light Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | Lightningbile1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +3 (+3 eff.) ----- def ----- Resists +3% light Spell.save +5 (+2 eff.) Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | shimmering elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.11 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dournull the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +6% physical Melee Ret 6 darkness ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 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. |
| Main armor | woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +9% all ---------- misc Mana/turn +0.12 Max.mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of perfection (0.11 Spell / Wildfire,0.11 Spell / Fire)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Spell/Wildfire +0.11 Spell/Fire Amulets make your neck look great! |
Inventory
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatmaul 'Gloomonslaught' (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 cold On Hit.r1 +4 darkness On Hit: * 10% chance to reduce damage dealt by 13% While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness +3% blight ----- def ----- Resists +9% darkness ---------- misc Vim/s.crit +1.00 Massive two-handed mauls. |
slime-covered steel greatsword of erosion (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Disrupt Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature On Hit: * 9% chance to slow global speed by 41% Massive two-handed swords. |
Elessra (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.crit +6.0% Crit.mult +13.00% Mind.pwr +10 (+5 eff.) Apr +5 Melee Ret 6 mind ----- def ----- Crit.chn- 5.00% One-handed war axes. |
Samysta the Smoldersever (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +8 (+8 eff.) Apr +6 Melee Ret 2 acid 4 fire ----- def ----- Armour +10 Resists +3% cold Blind- +10% Disarm- +10% Pinning- +10% Sharp, short and deadly. |
balanced iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +21% Sharp, short and deadly. |
Xanulle the Glacierbearer4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +4 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% lightning +15% cold Res.pen +15% lightning Acc +6 (+6 eff.) Melee Ret 2 mind Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling of lightning4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master/Psionic While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% fire +5% cold Phys.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Lelugrim'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) Heal.mod +5% Stun/Frz- +10% Teleport- +20% A belt that goes around your waist. |
Aryyarin (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flarequencher the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +28 (+10 eff.) Dmg.mod +9% fire Res.pen +5% blight ----- def ----- Armour +1 ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 A pair of boots made of leather. |
Phoenixrend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Cun +2 Con dps ---------- Mind.crit +1% Dmg.mod +12% mind Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% fire ---------- misc Max.psi +10.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betulle the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Mind.pwr +25 (+13 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +2.00 Max.psi +20.00 A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +7% cold A cap made of leather. |
6 agate0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
122 alchemist agate0.0 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Blindspitter the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +3 Mag dps ---------- Crit.mult +5.00% Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% darkness Spell.save +3 (+1 eff.) ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Kindlefist' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +25% light +5% arcane ----- def ----- Resists +11% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Verkis the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 11:50 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Verkis the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Verkis the Higher Archmage level 6
78th Pyre 122nd year of Ascendancy at 23:39 see stats
Log
Verkis hits Lashing Tentacle for 118 lightning damage.
Aerywyn the rogue casts Phase Door.
Aerywyn the rogue is out of phase.
Your summoned Lashing Tentacle disappears.
Aerywyn the rogue is no longer pinned.
Verkis's arcane area effect hits Aerywyn the rogue for 11 arcane damage.
Verkis receives 50 healing from Temporal Restoration Field.
Verkis casts Phase Door.
Select a target to teleport...
The spell fizzles!
Aerywyn the rogue casts Sun Ray.
Aerywyn the rogue's spell attains critical power!
Verkis loses sight!
Aerywyn the rogue hits Verkis for 158 light damage.
Something hits Something for 9 arcane damage.
The fabric of time around Verkis returns to normal.
Verkis casts Rune: Manasurge.
Verkis starts to surge mana.
Something performs a melee critical strike against Verkis!
Verkis's is vulnerable to attacks and effects!
Something hits Verkis for 33 physical, 5 lightning, 4 fire, 21 light, 22 darkness, 36 physical, 4 mind, 5 lightning, 4 fire, 21 light, 22 darkness (175 total damage).
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Verkis casts Teleport.
Something hits Verkis for 54 physical damage.
Something hits Verkis for 31 physical, 5 nature (36 total damage).
Verkis the level 12 higher archmage was splurged to death by a thief on level 3 of Ruins of Kor'Pul.















































































