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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 19 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate telugoroth at level 18 on the 22nd Dearth 122nd year of Ascendancy at 10:40 / 2Killed by skeleton mage at level 19 on the 23rd Dearth 122nd year of Ascendancy at 06:40 |
Primary Stats
| Strength | 56 (base 35) |
| Dexterity | 15 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 15 (base 14) |
| Willpower | 61 (base 47) |
| Cunning | 22.608164644808 (base 12) |
Resources
| Life | -42/671 |
| Equilibrium | 62 |
| Soul | 10/10 |
| Healing Factor | 0.30824742268044 |
| Regeneration | 18.349969072166 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 37 |
| Crit Chance | 10% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 37 |
| Crit Chance | 10% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +18% |
| Lightning | +12% |
| Physical | +10% |
| Mind | +9% |
| Darkness | +24% |
| Arcane | +12% |
| Cold | +12% |
| Nature | +4% |
Offense: Damage Penetration
| Acid | +15% |
| Blight | +5% |
| Darkness | +8% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.457047969936 (81.666666666667%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 23 |
| Physical Save | 43 |
| Spell Save | 33 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 27%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 50%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 32%( 70%) |
| Mind | + 28%( 70%) |
| Lightning | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 33% |
| Teleport Resistance | 0% |
| Pinning Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| 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: RegenerationUse 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 289 life over 5 turns. Its effects scale with your Willpower 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 543% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Raze |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Icy Skin |
| talent | Chant of Fortress |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 57.88 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 54.42 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | 27% chance to fully absorb any damaging actions. Leaves Cover |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Nightblood the pair of rough leather boots (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+7 eff.) Fatigue: +1% Damage when hit (Melee): 20 darkness Changes resistances: +12% mind Changes damage: +3% mind / +9% darkness Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Emeluwen the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% acid Grants telepathy: Demon/Minor Demon/Major Maximum life: +40.00 Light radius: +5 Infravision 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Eclipsebloom the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage when hit (Melee): 12 darkness / 12 acid Changes stats: +3 Str Changes resistances: +18% acid Changes resistances penetration: +15% acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of psychoportation 'Scorchravager' [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +3% acid / +9% light / +5% arcane It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Brightstone'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind / 20 fire Changes resistances penetration: +15% fire Changes damage: +6% mind / +6% fire Disarm immunity: +33% Pinning immunity: +33% Knockback immunity: +23% Maximum life: +27.00 Rings can have magical properties. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | warmaker's steel amulet of strength (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Str / +5 Dex / +4 Wil Amulets can have magical properties. |
| In main hand | nature's thorny mindstar of life (9.5-10.45 power, 47 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +4% nature Disease immunity: +14% Life regen: +1.40 Maximum life: +19.00 Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Dourquencher the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +12% darkness Changes resistances penetration: +5% blight Changes damage: +6% darkness Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | creative thorny mindstar (9-9.9 power, 47 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Critical mult.: +6.00% Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Issegofast (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +5 Con Changes resistances: +15% darkness / +6% lightning Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +5 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +14% blight / +5% physical / +12% darkness Physical save: +10 (+3 eff.) Light radius: +1 A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 326 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Strength 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. |
shielding rune of the warrior (absorb 221 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 221 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
Cloudrazor (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -2% Changes stats: +2 Cun / +5 Mag Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
101 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
5 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nocturne Red the Dwarf Wyrmic level 18
21st Dearth 122nd year of Ascendancy at 11:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nocturne Red the Dwarf Wyrmic level 10
13rd Profit 122nd year of Ascendancy at 14:04 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nocturne Red the Dwarf Wyrmic level 16
24th Wealth 122nd year of Ascendancy at 04:37 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Nocturne Red the Dwarf Wyrmic level 5
20th Voratun 122nd year of Ascendancy at 04:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nocturne Red the Dwarf Wyrmic level 8
2nd Acquisition 122nd year of Ascendancy at 08:26 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nocturne Red the Dwarf Wyrmic level 10
15th Profit 122nd year of Ascendancy at 20:15 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Nocturne Red the Dwarf Wyrmic level 18
22nd Dearth 122nd year of Ascendancy at 10:40 see stats
Log
Skeleton mage hits Nocturne Red for 90 arcane damage.
Nocturne Red hits Skeleton warrior for 3 fire, 3 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane (136 total damage).
Nocturne Red hits Skeleton warrior for 4 fire, 2 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 9 fire, 6 cold, 9 lightning, 9 arcane, 9 fire, 6 cold, 9 lightning, 9 arcane, 9 fire, 6 cold, 9 lightning, 9 arcane, 2 fire, 1 cold, 2 lightning, 2 arcane, 2 fire, 1 cold, 2 lightning, 2 arcane (130 total damage).
Skeleton warrior hits Nocturne Red for 36 physical, 6 fire (42 total damage).
Talent Nature's Equilibrium is ready to use.
Talent Ice Claw is ready to use.
Talent Acidic Spray is ready to use.
Talent Corrosive Mist is ready to use.
Impending Doom from Salata the temporal stalker hits Nocturne Red for 42 arcane damage.
Salata the temporal stalker casts Rune: Invisibility.
Salata the temporal stalker vanishes from sight.
Dredgling casts Dust to Dust.
Dredgling hits Salata the temporal stalker for 29 temporal, 43 physical (71 total damage).
Dredgling hits Nocturne Red for 48 temporal, 36 physical (84 total damage).
Nocturne Red uses Thorn Grab.
Nocturne Red uses Nature's Equilibrium.
Nocturne Red hits Skeleton master archer for 66 fire, 63 cold, 51 lightning, 63 arcane (243 total damage).
Raze hits Skeleton master archer for 17 darkness, 17 darkness, 17 darkness, 17 darkness (70 total damage).
Raze killed Skeleton master archer!
Nocturne Red receives 54 healing from Nature's Equilibrium.
Nocturne Red instinctively hardens her skin and ignores the attack!
Nocturne Red repels an attack from Skeleton warrior.
Raze hits Skeleton warrior for 17 darkness, 17 darkness, 17 darkness, 17 darkness, 17 darkness, 17 darkness, 17 darkness (122 total damage).
Raze hits Skeleton mage for 17 darkness, 17 darkness, 17 darkness, 17 darkness (70 total damage).
Nocturne Red hits Skeleton warrior for 3 fire, 3 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 8 fire, 9 cold, 9 lightning, 9 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane (136 total damage).
Thorn Grab from Nocturne Red hits Skeleton mage for 4 fire, 4 cold, 4 lightning, 4 arcane (15 total damage).
Skeleton warrior hits Nocturne Red for 35 physical damage.
Skeleton mage casts Flame.
Saving game...






















































































