








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Revised Alchemist 1.6.4Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 8 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Islith the slumbering warg at level 8 on the 4th Mirth 122nd year of Ascendancy at 15:46 / 1 |
Primary Stats
| Strength | 11 (base 11) |
| Dexterity | 34 (base 32) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 23 (base 20) |
Resources
| Life | -20/186 |
| Stamina | 51/121 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 38 |
| Crit Chance | 17% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 38 |
| Crit Chance | 17% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Blight | +5% |
| Physical | +6% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 7 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Its effects scale with your Cunning 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 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 |
Equipment
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. Anyrakath the copper ring (On fingers)]Anyrakath the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Armour: +2 (-) Changes stats: +2(-) Dex Changes resistances: +5%(-) arcane / +6%(-) blight Changes damage: +6%(-) physical Only die when reaching: -20.00 life (-) Rings make your fingers look great! |
| On hands | [vs. rough leather gloves (0 def, 1 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In main hand | [vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand, 1 of 2)]balanced iron dagger of erosion (10-12 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +5(-) nature When wielded/worn: Accuracy: +7 (+4 eff.) (-) Defense: +5 (+2 eff.) (-) Disarm immunity: +21% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
| Main armor | [vs. Dagalar the rough leather armour (3 def, 2 armour) (Main armor)]Dagalar 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% (-) Effects on melee hit: * 10% chance to reduce armor by 15% Damage (Melee): 0(-10) item acid corrode Changes resistances: +6%(-) temporal / +5%(-) mind / +5%(-) arcane Changes damage: +6%(-) acid Mental save: +11 (+7 eff.) (-) A suit of armour made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Arclord the linen wizard hat (1 def, 8 armour) (On head)]Arclord the linen wizard hat (1 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 (-) Defense: +1 (+0 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +3%(-) nature Changes damage: +3%(-) lightning Mental save: +5 (+2 eff.) (-) Stamina each turn: +2.00 (-) A pointy cloth hat, very wizardly... |
| In off hand | [vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand, 1 of 2)]iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+0.5 - +0.7) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-5) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-4 eff.)) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-21%) Sharp, short and deadly. Tap to cycle through comparison choices |
Inventory
[vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. earthen elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+0.5 - -0.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-3) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-4 eff.)) Armour: +3 Armour Hardiness: +2% Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +3 (+3 eff.) Disarm immunity: +0% (-21%) Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing iron battleaxe (14-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0(+4.5 - +8.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-4) Crit. chance: +4.5% (+0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-5) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-4 eff.)) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-21%) Massive two-handed battleaxes. |
[vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Zeradil the iron greatmaul (18-28 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8(+9.0 - +15.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-4) Crit. chance: +0.5% (-3.5%) Attack speed: 100% (-) On weapon hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-5) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-4 eff.)) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes resistances: +18% acid / +3% cold / +5% arcane Reduces incoming crit damage: 5.00% Physical save: +6 (+6 eff.) Disarm immunity: +0% (-21%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
[vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand)]River's Fury (23-32 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2(+13.5 - +19.8) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+3) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) nature / +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) (+3 (+1 eff.)) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes resistances: +10% cold Changes damage: +10% cold Disarm immunity: +0% (-21%) Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.48 cold damage and 3.69 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. balanced iron dagger of erosion (10-12 power, 5 apr) (In main hand, 1 of 2)]iron dagger (9-12 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7(-0.5 - -0.6) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-5) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-4 eff.)) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-21%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Dagalar the rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Damage (Melee): 0(-10) item acid corrode Changes resistances: +0%(-6%) temporal / +0%(-5%) mind / +0%(-5%) arcane Changes damage: +0%(-6%) acid Mental save: +0 (+0 eff.) (-11 (-7 eff.)) A suit of armour made of leather. |
[vs. Arclord the linen wizard hat (1 def, 8 armour) (On head)]Deligorn the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +1 (+0 eff.) (-) Changes stats: +0(-3) Cun Changes resistances: +3% blight / +16% fire / +0%(-3%) nature Changes damage: +0%(-3%) lightning / +11% fire Reduces incoming crit damage: 15.00% Physical save: +6 (+6 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Stamina each turn: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
3 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
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) 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. |
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. |
Achievements
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By SneakinStab the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 10:45 see stats
Log
Dozing great wolf misses SneakinStab.
Eilinomina the dreaming grizzly bear misses SneakinStab.
Eilinomina the dreaming grizzly bear is fully armored again.
Mindrot hits SneakinStab for 1 mind, 2 darkness (3 total damage).
SneakinStab uses Heartseeker.
Betewyn the dreaming giant venus flytrap converts some damage to Psi!
SneakinStab hits Betewyn the dreaming giant venus flytrap for 7 to psi, 42 physical, 0 to psi, 3 nature, 2 to psi, 13 light, 6 to psi, 35 physical (108 total damage).
SneakinStab killed Betewyn the dreaming giant venus flytrap!
Talent Infusion: Regeneration is ready to use.
Talent Expose Weakness is ready to use.
Poison from Betewyn the dreaming giant venus flytrap hits SneakinStab for 7 nature damage.
Islith the slumbering warg shoves Dozing great wolf aside.
Dozing great wolf howls
The Dreaming One activates his translucent sphere!
SneakinStab shrugs off The Dreaming One's 'Sleep'!
Mindrot hits SneakinStab for 2 mind, 2 darkness (4 total damage).
SneakinStab overcomes the gloom.
Poison from Betewyn the dreaming giant venus flytrap hits SneakinStab for 7 nature damage.
SneakinStab uses Infusion: Regeneration.
SneakinStab starts regenerating health quickly.
The Dreaming One is not stunned anymore.
Mindrot hits SneakinStab for 2 mind, 2 darkness (4 total damage).
Islith the slumbering warg performs a melee critical strike against SneakinStab!
Islith the slumbering warg misses SneakinStab.
Islith the slumbering warg converts some damage to Psi!
Melee retaliation hits Islith the slumbering warg for 2 to psi, 8 blight (10 total damage).
Islith the slumbering warg hits SneakinStab for 32 physical damage.
SneakinStab the level 8 cornac rogue was maimed to death by Islith the slumbering warg on level 3 of Heart of the Gloom.






































































