













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! 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.
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:
Better Item Description 1.7.2This 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! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 66% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 50 (base 38) |
| Constitution | 18 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 56 (base 47) |
Resources
| Life | 464/464 |
| Stamina | 186/186 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 13.107924607049 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 5 |
| See Stealth | 39.46669190158 |
| See Invisible | 39.46669190158 |
| Stealth | 33 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 42 |
| Crit Chance | 29% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 42 |
| Crit Chance | 28% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +18% |
| Lightning | +3% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Cold | +5% |
| Fire | +16% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Dexterity 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.0 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 47 - 66 Accuracy: 57 (knife) APR: 21 Crit Chance: +26% Crit mult: 204% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 30% chance to deflect up to 12 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 |
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: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xanegavena the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +2% Resists +3% mind ---------- misc Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Arcspitter2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +2% physical +15% fire Max.HP +42.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +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 | rough leather cap 'Dazzlerebel' (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Phys.save +14 (+7 eff.) ---------- misc Stam/turn +3.00 Light +1 A cap made of leather. |
| On hands | Stormravager the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 21 arcane Dmg.mod +8% arcane +3% lightning Res.pen +5% lightning Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +8% arcane +3% temporal Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +25% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +10 arcane On Hit: 10% Perfect Control 3 On Hit: 20% Manathrust 6 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged steel torque of psionic shield [power 71] (26 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 26 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Hellrace'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% arcane Res.pen +5% cold ----- def ----- Resists +10% arcane +12% fire ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| On fingers | Neryratha the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Melee Ret 6 temporal ----- def ----- Resists +6% blight Crit.dmg- 15.00% Spell.save +6 (+3 eff.) HP.reg +4.00 Rings make your fingers look great! |
| Around neck | Starspire the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Mind.crit +2% Mind.pwr +15 (+6 eff.) ----- def ----- Resists +3% mind ---------- misc Max.hate +2.00 Light +2 Amulets make your neck look great! |
| In main hand | elemental steel dagger of crippling (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 41 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +5% fire Res.pen +10% fire Sharp, short and deadly. |
| Around waist | Ululdir the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +7 Con +3 Wil ----- def ----- Defense +10 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +45.00 A belt that goes around your waist. |
| In off hand | elemental iron dagger of projection (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane/Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 41 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +6% fire Sharp, short and deadly. |
| Cloak | Voidzephyr the linen cloak (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Res.pen +15% mind Apr +3 ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +13% cold +6% darkness +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% 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. |
cleansing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +10% nature +12% blight Poison- +21% Disease- +21% Amulets make your neck look great! |
restful copper amulet of magic (+3) =mag=0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Charspawner =str=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Str dps ---------- Dmg.mod +10% nature +3% fire ----- def ----- Resists +20% nature ---------- misc Infravis +3 Rings make your fingers look great! |
thought-forged dwarven-steel dagger of massacre (28-37 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to reduce all saves and defense by 24 While equipped: Stats +1 Cun +4 Wil Sharp, short and deadly. |
Eilinida =mag=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +4 Mag dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +5% mind ----- def ----- Resists +6% fire +6% cold ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
Khelaleg the pair of rough leather boots (0 def, 1 armour) =mag=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +2 Wil dps ---------- Phys.pwr +20 (+9 eff.) Apr +3 ----- def ----- Armour +1 Resists +6% temporal ---------- misc Stam/turn +1.00 Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
Toxinknight the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +2% physical +3% nature Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smearviper the rough leather armour (3 def, 2 armour) =mag=9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag dps ---------- Res.pen +5% nature Melee Ret 8 nature ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% lightning HP.reg +2.40 ---------- misc Stam/turn +0.70 See.Invis +3 A suit of armour made of leather. |
troll-hide rough leather armour of command (9 def, 6 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +6% Mind.save +11 (+6 eff.) Max.HP +34.00 HP.reg +3.60 Heal.mod +11% A suit of armour made of leather. |
10 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. |
121 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
7 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. |
13 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lord Ravenholdt the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 13:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lord Ravenholdt the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 14:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lord Ravenholdt the Cornac Rogue level 10
5th Mirth 122nd year of Ascendancy at 15:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lord Ravenholdt the Cornac Rogue level 17
50th Dusk 122nd year of Ascendancy at 08:37 see stats
Log
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 8th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 9th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 10th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 11st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 12nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 13rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 14th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 15th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 16th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 17th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
You don't see how to get there...
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.





















































































