










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.5.9Official 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 | Archer |
| Level / Exp | 15 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 15 on the 19th Dusk 122nd year of Ascendancy at 18:07 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 17) |
| Dexterity | 42 (base 36) |
| Constitution | 17 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -107/483 |
| Stamina | 103/140 |
| Healing Factor | 1.4861497326203 |
| Regeneration | 3.9382967914439 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 49 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +12% |
| Physical | +10% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 20 (49.309173272933%) |
| Defense | 36 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 24%( 70%) |
| Physical | -7%( 70%) |
| Cold | + 10%( 70%) |
| All | -12%( 70%) |
| Lightning | -7%( 70%) |
| Light | + 1%( 70%) |
| Temporal | -6%( 70%) |
| Mind | -6%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 10% |
| Knockback Resistance | 100% |
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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 92 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 64%. Exhaustion |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| detrimental effect | The target is cursed, reducing all resistances by 26%. Curse of Vulnerability |
| 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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Yviselaith' (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: -3% Changes resistances: +5% lightning / +6% temporal / +6% light Physical save: +7 (+4 eff.) Spell save: +28 (+10 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +0.50 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
| Quiver | barbed quiver of yew arrows of wind (5/19, 33.5-46.9 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing Travel speed: +200% Damage (Ranged): +11 bleed Arrows are used with bows to pierce your foes to death. |
| On hands | Xeruma the iron gauntlets (9 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Dex Physical save: +3 (+2 eff.) Poison immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Layuba (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Changes damage: +6% acid Life regen: +0.40 Maximum life: +50.00 Infravision radius: +1 A cap made of leather. |
| Tool | Gunyrain the yew totem of thorny skin [power 46] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Str Maximum wards: +3 acid / +3 nature / +3 light Talent granted: +1 Ward Spell save: +30 (+10 eff.) Mental save: +30 (+10 eff.) Stun/Freeze immunity: +25% It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
| Main armor | Dimvengeance (2 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +12% blight / +6% mind / +11% nature Mental save: +12 (+4 eff.) Life regen: +2.00 Maximum life: +42.00 Healing mod.: +13% A suit of armour made of leather. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| Cloak | linen cloak 'Glint's kiss' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +12% light Maximum life: +30.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
regeneration infusion of the duelist (heal 302 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity 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. Press to compare to your current inscriptions |
movement infusion of the duelist (437% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 437% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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. |
spiked hardened leather armour of cold resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +17% cold A suit of armour made of leather. |
Erudothel (13 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +13 (+6 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Mag / +6 Wil / +4 Con Physical save: +10 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +0.20 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
radiant rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 light Changes resistances: +6% light Changes damage: +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fulytorain 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: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +12% mind Physical save: +3 (+2 eff.) Poison immunity: +10% Silence immunity: +10% Disarm immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Betybrera the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes stats: +3 Dex Changes resistances: +16% fire Changes damage: +11% fire / +9% physical Critical mult.: +3.00% Healing mod.: +15% A pointy cloth hat, very wizardly... |
5 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. |
6 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
70 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. |
Gugorn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% mind / +21% acid Changes damage: +15% acid Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +11 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Just for the shameless sh the Cornac Archer level 8
4th Mirth 122nd year of Ascendancy at 07:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Just for the shameless sh the Cornac Archer level 10
5th Flare 122nd year of Ascendancy at 14:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Just for the shameless sh the Cornac Archer level 11
7th Flare 122nd year of Ascendancy at 09:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Just for the shameless sh the Cornac Archer level 15
12nd Dusk 122nd year of Ascendancy at 22:53 see stats
Log
Just for the shameless sh's Shoot performs a ranged critical strike against Orc corruptor!
Orc corruptor's Blood Grasp hits Just for the shameless sh for 145 blight damage.
Just for the shameless sh's Shoot hits Orc corruptor for (245 shifted), 0 physical, 2 physical (2 total damage).
Orc corruptor receives 37 healing from Just for the shameless sh.
Just for the shameless sh receives 24 healing.
Just for the shameless sh uses Tumble.
Just for the shameless sh uses Headshot.
Just for the shameless sh's Headshot hits Orc corruptor for 151 physical, 2 physical (153 total damage).
A part of orc corruptor's bone shield regenerates.
Bleeding from Just for the shameless sh hits Orc corruptor for 19 physical damage.
Deep Wound from Just for the shameless sh hits Orc corruptor for 16 physical damage.
Orc corruptor casts Rune: Lightning.
Orc corruptor hits Just for the shameless sh for 51 lightning damage.
Just for the shameless sh receives 24 healing.
Just for the shameless sh shoots!
Just for the shameless sh's Shoot hits Orc corruptor for (75 shifted), 0 physical, (2 to bones), 0 physical (0 total damage).
Orc corruptor is no longer pinned.
Bleeding from Just for the shameless sh hits Orc corruptor for 17 physical damage.
Deep Wound from Just for the shameless sh hits Orc corruptor for 16 physical damage.
Just for the shameless sh shoots!
Talent Steady Shot is ready to use.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Just for the shameless sh receives 24 healing.
Just for the shameless sh's Shoot hits Orc corruptor for (74 shifted), 0 physical, 2 physical (2 total damage).
Orc corruptor roars triumphantly.
Saving game...










































































