










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows 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 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.7Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 20 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by forge-giant at level 20 on the 45th Haze 122nd year of Ascendancy at 22:39 / 2Killed by forge-giant at level 20 on the 47th Haze 122nd year of Ascendancy at 02:10 |
Primary Stats
| Strength | 54 (base 48) |
| Dexterity | 21 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 52 (base 41) |
| Willpower | 17 (base 10) |
| Cunning | 35 (base 11) |
Resources
| Life | -51/646 |
| Steam | 100/100 |
| Stamina | 76/174 |
| Vim | 111/201 |
| Healing Factor | 1.2705405405405 |
| Regeneration | 5.5268513513513 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Nature | +13% |
| Cold | +6% |
| Fire | +19% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 58.812421605777 (100%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 12 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 237 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| detrimental effect | The target is on fire, taking 33.67 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 | pair of hardened leather boots 'Floeblight' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +5% cold ----- def ----- Armour +3 Fatigue -6% Resists +9% cold +6% mind +12% light Max.HP +40.00 ---------- misc Stam/turn +0.50 Light +1 A pair of boots made of leather. |
| Light source | brass lantern 'Cystwyrd'2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag +1 Wil +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% nature ---------- misc Psi/ret +0.08 Light +6 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 | Flashwild (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex +5 Cun dps ---------- Mind.pwr +20 (+7 eff.) Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +9% fire ---------- misc Infravis +3 A cap made of leather. |
| Tool | Bokorion the Torchslice (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% mind +7% fire ----- def ----- Armour +2 Resists +6% lightning +3% fire +6% nature +3% temporal Spell.save +3 (+2 eff.) Mind.save +10 (+5 eff.) Disarm- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Phoenixfear0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +12% fire ----- def ----- Resists +38% nature Die.at -40.00 life Max.HP +60.00 Rings can have magical properties. |
| On fingers | Cameziladas0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +6 Mag +2 Wil dps ---------- Melee+ 16 light Ranged+ 22 light Dmg.mod +12% light ----- def ----- Resists +9% blight ---------- misc See.Invis +9 Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel greatmaul 'Eremulachak' (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 light +4 mind Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Mind.pwr +30 (+10 eff.) Res.pen +10% blight Melee Ret 4 mind ---------- misc Max.psi +20.00 Massive two-handed mauls. |
| On hands | Kindleminister (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +1 Mag +1 Wil +5 Cun dps ---------- Melee+ 9 cold Dmg.mod +6% cold Acc +13 (+4 eff.) Melee Ret 4 light ----- def ----- Armour +3 Resists +12% light +7% cold Phys.save +9 (+5 eff.) Disarm- +80% ---------- misc Infravis +1 Talents +3 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating dwarven-steel plate armour of Eyal (0 def, 14 armour) 17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +14 Hardiness +20% Fatigue +25% Max.HP +22.00 HP.reg +4.10 Heal.mod +11% ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Searobsidian0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Crit.mult +17.00% Acc +6 (+2 eff.) Apr +12 Melee Ret 4 blight 4 fire ----- def ----- Heal.mod +12% Cut- +60% ---------- misc Max.mana +60.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
warrior's copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
wizard's steel ring of aether (+10%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Spell.save +8 (+4 eff.) Rings can have magical properties. |
acidic dwarven-steel greatsword of crippling (39-62.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
steady yew longbow of acid4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +18 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +17% acid Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
earthen yew starstaff of wizardry (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +20% physical ----- def ----- Armour +4 Hardiness +3% Phys.save +6 (+3 eff.) ---------- misc Max.mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (24-28.8 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +24% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eilinoriba the pair of dwarven-steel boots (25 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +25 (+18 eff.) Fatigue +3% Resists +3% light +6% temporal Max.HP +20.00 HP.reg +2.00 Disease- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -5% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Sider the Shalore Doombringer level 18
33rd Haze 122nd year of Ascendancy at 12:48 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Sider the Shalore Doombringer level 5
77th Pyre 122nd year of Ascendancy at 19:30 see stats
Level 10 (Roguelike)
Got a character to level 10.By Sider the Shalore Doombringer level 10
3rd Summertide 122nd year of Ascendancy at 10:52 see stats
Level 20 (Roguelike)
Got a character to level 20.By Sider the Shalore Doombringer level 20
45th Haze 122nd year of Ascendancy at 11:07 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Sider the Shalore Doombringer level 14
30th Dusk 122nd year of Ascendancy at 05:15 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Sider the Shalore Doombringer level 18
33rd Haze 122nd year of Ascendancy at 19:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Sider the Shalore Doombringer level 10
1st Flare 122nd year of Ascendancy at 02:55 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Sider the Shalore Doombringer level 15
20th Haze 122nd year of Ascendancy at 01:08 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Sider the Shalore Doombringer level 18
33rd Haze 122nd year of Ascendancy at 17:52 see stats
Unstoppable (Roguelike)
Returned from the dead.By Sider the Shalore Doombringer level 20
45th Haze 122nd year of Ascendancy at 22:39 see stats
Log
Sider performs a melee critical strike against Forge-giant!
Forge-giant is on fire!
Sider hits Forge-giant for 79 physical, 6 light, 2 mind, 5 cold, 10 light, 0 fire (103 total damage).
Melee retaliation hits Sider for 13 fire damage.
Burning Shock from Forge-giant hits Sider for 10 fire damage.
Burning from Forge-giant hits Sider for 15 fire damage.
Deep Wound from Sider hits Forge-giant for 20 physical damage.
Melee retaliation hits Forge-giant for 2 light, 12 blight, 0 fire, 2 mind, 2 cold, 2 light, 12 blight, 0 fire, 2 mind, 2 cold (39 total damage).
Burning from Sider hits Forge-giant for 0 fire damage.
Forge-giant hits Sider for 3 physical, 18 fire, 36 lightning, 14 physical, 18 fire (89 total damage).
Forge-giant's cleansing fire area effect hits Sider for 14 fire damage.
Sider misses Forge-giant.
Burning Shock from Forge-giant hits Sider for 10 fire damage.
Burning from Forge-giant hits Sider for 15 fire damage.
Deep Wound from Sider hits Forge-giant for 19 physical damage.
Melee retaliation hits Forge-giant for 2 light, 12 blight, 0 fire, 2 mind, 2 cold, 2 light, 12 blight, 0 fire, 2 mind, 2 cold (39 total damage).
Burning from Sider hits Forge-giant for 0 fire damage.
Forge-giant hits Sider for 4 physical, 21 fire, 47 lightning, 9 physical, 21 fire (102 total damage).
Forge-giant's cleansing fire area effect hits Sider for 17 fire damage.
Sider casts Fiery Grasp.
Forge-giant resists the searing flame!
Sider hits Forge-giant for 62 physical, 6 light, 2 mind, 5 cold, 10 light, 0 fire (86 total damage).
Melee retaliation hits Sider for 13 fire damage.
Sider is not stunned anymore.
Burning from Forge-giant hits Sider for 17 fire damage.
Sider the level 20 shalore doombringer was combusted to death by a forge-giant on level 3 of Anteroom of Agony.
Sider stops burning.
Sider deactivates Abyssal Shield.

































































































