












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows 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 1.7.4Official 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! 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 | Cornac |
| Class | Rogue |
| Level / Exp | 20 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Emelevena the sandworm at level 20 on the 8th Haze 122nd year of Ascendancy at 18:34 / 1 |
Primary Stats
| Strength | 13 (base 11) |
| Dexterity | 61 (base 48) |
| Constitution | 15 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 50 (base 40) |
Resources
| Life | -54/503 |
| Stamina | 126/182 |
| Steam | 100/100 |
| Healing Factor | 1.1560311219418 |
| Regeneration | 3.7571011463107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 49 |
| Crit Chance | 30% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +23% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +15% |
| Mind | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 19 (57.155997060385%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 28%( 76%) |
| Blight | + 10%( 76%) |
| Arcane | + 5%( 76%) |
| Cold | + 24%( 76%) |
| All | 0%( 76%) |
| Lightning | + 6%( 76%) |
| Temporal | + 6%( 76%) |
| Mind | + 27%( 76%) |
| Fire | + 37%( 76%) |
| Nature | + 29%( 76%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 20% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| 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 286 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
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 |
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 successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Horned Horror. * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Daimabers' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 20% Changes stats: +3 Wil / +1 Cun / +1 Con Changes resistances: +6% lightning / +6% temporal Physical save: +9 (+5 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Infravision radius: +1 See invisible: +6 A pair of boots made of leather. |
| Light source | brass lantern 'Zerethel'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Confusion immunity: +20% Light radius: +3 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 | linen wizard hat 'Freezesear' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 10 mind Changes stats: +4 Dex Changes resistances: +16% acid / +3% mind Changes resistances penetration: +5% cold Changes damage: +11% acid A pointy cloth hat, very wizardly... |
| On hands | naturalist's hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +4 Dex Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Belugath (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +9 (+4 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag Changes resistances penetration: +10% physical Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | LightbraidInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +3% acid / +9% mind / +6% cold / +24% nature / +5% arcane Changes damage: +12% nature / +3% light Spell save: +9 (+5 eff.) Rings make your fingers look great! |
| On fingers | Xeryrewen the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +4 Con Changes resistances: +9% acid / +9% mind Physical save: +8 (+4 eff.) Poison immunity: +20% Only die when reaching: -20.00 life Rings make your fingers look great! |
| Around neck | BeloldawenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 20% Changes stats: +4 Wil Changes resistances cap: +6% all Changes resistances penetration: +10% mind / +10% acid Changes damage: +6% acid Physical save: +18 (+9 eff.) Amulets make your neck look great! |
| In main hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | rough leather belt 'Polayawe'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +3% fire / +6% mind / +9% cold Changes resistances penetration: +5% acid Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | thought-forged steel dagger of massacre (20-26 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 19 Damage (Melee): +5 mind When wielded/worn: Changes stats: +3 Cun / +1 Wil Sharp, short and deadly. |
| Cloak | Obsidianravage (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +5 (+2 eff.) Teleport immunity: +10% Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Floewell' (11 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 2 acid / 4 cold Changes stats: +2 Cun Changes resistances: +9% cold / +18% fire Changes damage: +6% acid Mental save: +12 (+6 eff.) Life regen: +3.00 Maximum life: +22.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
BarelethelCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +3% nature Talent mastery: +0.11 Cunning / Lethality Amulets make your neck look great! |
copper amulet 'Falodur'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +6 Mag / +2 Cun Critical mult.: +10.00% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Blazetyphoon the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 lightning Changes stats: +6 Wil / +2 Mag Maximum encumbrance: +20 Spell crit. chance: +3% Rings make your fingers look great! |
Layoyawyn the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +2 Str Changes damage: +6% temporal Blindness immunity: +22% Poison immunity: +10% Disease immunity: +10% Maximum life: +40.00 Light radius: +1 Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
Flameterror the steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Mag / +12 Wil / +6 Cun / +5 Con Changes resistances: +3% mind Changes damage: +3% fire Light radius: +2 Sharp, short and deadly. |
dwarven-steel dagger 'Anadil' (26-34 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 44% When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +10 Changes stats: +4 Cun / +2 Mag Sharp, short and deadly. |
Colaryem (48-77 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of corruption (26-36 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 3). Blunt and deadly. |
steel steamgun 'Galepunish'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Defense: +10 (+3 eff.) Ammo reloads per turn: +2 Changes stats: +4 Mag Changes resistances penetration: +5% lightning / +7% temporal / +18% physical Changes damage: +7% temporal / +7% arcane / +7% physical Talent mastery: +0.20 Chronomancy / Bow Threading Only die when reaching: -60.00 life Spellpower: +6 (+4 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Emolle the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +3% light / +7% fire / +6% darkness / +10% cold Changes damage: +3% mind Poison immunity: +20% Stun/Freeze immunity: +20% A belt that goes around your waist. |
Gilihor the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +2 Str / +5 Mag / +4 Wil / +4 Cun / +1 Con Changes resistances penetration: +10% mind Mental save: +11 (+5 eff.) Light radius: +1 A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Life regen: +2.50 Stamina each turn: +0.90 A suit of armour made of leather. |
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. |
184 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. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zodiac the Cornac Rogue level 9
10th Mirth 122nd year of Ascendancy at 21:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zodiac the Cornac Rogue level 10
3rd Flare 122nd year of Ascendancy at 07:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zodiac the Cornac Rogue level 20
4th Haze 122nd year of Ascendancy at 17:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zodiac the Cornac Rogue level 10
3rd Flare 122nd year of Ascendancy at 07:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zodiac the Cornac Rogue level 10
5th Flare 122nd year of Ascendancy at 00:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zodiac the Cornac Rogue level 18
2nd Haze 122nd year of Ascendancy at 16:14 see stats
Log
Burning from Emelevena the sandworm hits Zodiac for 30 fire damage.
Emelevena the sandworm uses Mindlash.
Zodiac reacts to damage from Emelevena the sandworm, mitigating the blow!.
Emelevena the sandworm hits Zodiac for (36 reacted , -5 stam), 69 physical (69 total damage).
Burning from Emelevena the sandworm hits Zodiac for 30 fire damage.
The unstable sand tunnel collapses!
Emelevena the sandworm uses Emergency Steam Purge.
Zodiac reacts to damage from Emelevena the sandworm, mitigating the blow!.
Zodiac resists the effect 'Blinded'!
Emelevena the sandworm hits Zodiac for (39 reacted , -5 stam), 74 fire (74 total damage).
Burning from Emelevena the sandworm hits Zodiac for 30 fire damage.
The unstable sand tunnel collapses!
Emelevena the sandworm's Beyond the Flesh hits Zodiac for (16 parried), 67 physical, 23 physical, 13 fire (103 total damage).
Melee retaliation hits Emelevena the sandworm for (1 to psi shield), 1 acid, 1 light, 3 cold, 5 fire, 4 mind (15 total damage).
Emelevena the sandworm uses Block.
Burning from Emelevena the sandworm hits Zodiac for 30 fire damage.
Zodiac uses Flurry.
Emelevena the sandworm's armor corrodes!
Emelevena the sandworm is poisoned!
Zodiac performs a melee critical strike against Emelevena the sandworm!
Zodiac performs a melee critical strike against Emelevena the sandworm!
Zodiac hits Emelevena the sandworm for (25 to psi shield), (37 blocked), 0 physical, (15 blocked), 0 blight, (12 blocked), 0 fire, (3 to psi shield), (4 blocked), 0 nature, (14 to psi shield), (21 blocked), 0 physical, 2 mind, (3 to psi shield), (4 blocked), 0 nature, (27 to psi shield), (41 blocked), 0 physical, (15 blocked), 0 blight, (12 blocked), 0 fire, (3 to psi shield), (4 blocked), 0 nature, (26 to psi shield), (38 blocked), 0 physical, 2 mind, (3 to psi shield), (4 blocked), 0 nature, (39 to psi shield), (59 blocked), 0 physical, (15 blocked), 0 blight, (12 blocked), 0 fire, (3 to psi shield), (4 blocked), 0 nature, (17 to psi shield), (26 blocked), 0 physical, 2 mind, (3 to psi shield), (4 blocked), 0 nature (7 total damage).
Melee retaliation hits Emelevena the sandworm for (1 to psi shield), (1 blocked), 0 acid, (2 blocked), 0 light, (4 blocked), 0 cold, (6 blocked), 0 fire, 5 mind (5 total damage).
Deadly Poison from Zodiac hits Emelevena the sandworm for (20 to psi shield), (30 blocked), 0 nature (0 total damage).
Emelevena the sandworm's Beyond the Flesh hits Zodiac for 128 physical damage.
Zodiac the level 20 cornac rogue was sliced to death by Emelevena the sandworm on level 3 of Sandworm lair.































































































