









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
Better Item Description 1.5.10This 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 1.5.0Official 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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 20 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 19 on the 73rd Dusk 122nd year of Ascendancy at 20:52 / 2Killed by Urkis, the High Tempest at level 20 on the 73rd Dusk 122nd year of Ascendancy at 21:31 |
Primary Stats
| Strength | 64 (base 48) |
| Dexterity | 10 (base 10) |
| Constitution | 25 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 42) |
| Cunning | 11 (base 11) |
Resources
| Life | -282/484 |
| Mana | 396/404 |
| Equilibrium | 25 |
| Healing Factor | 1.6253846153846 |
| Regeneration | 121.85508461538 |
Speed
| Mental | +10.286604772583% |
| Attack | +10.286604772583% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 49 |
| Crit Chance | 17% |
| APR | 34 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 0.90672843004104 |
Offense: Damage Bonus
| Blight | +12% |
| Acid | +6% |
| Fire | +6% |
| Arcane | +12% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 45 (87.462686567164%) |
| Defense | 22 |
| Ranged Defense | 24 |
| Fatigue | 24 |
| Physical Save | 50 |
| Spell Save | 28 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 50%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 31%( 70%) |
| Lightning | + 28%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Bleed Resistance | 60% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
| Poison Resistance | 15% |
| Silence Resistance | 21% |
Inscriptions (4/5)
| 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 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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 152 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 74.72 life per turn. Regeneration |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+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 successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. * You've found the needed xorn fragment. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Haruromirath (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight +12% arcane Melee Ret 12 arcane 8 blight ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +5% arcane +3% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Brightfear2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Resists +9% blight +3% darkness +6% lightning Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +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 | iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gladiator's steel ring of arcana(+0.11/turn)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
| On fingers | gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +11 (+4 eff.) Apr +9 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
| On hands | Polelaith (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +2 Con ----- def ----- Armour +1 Resists +6% acid +3% physical Poison- +15% Cut- +10% Disarm- +22% Pinning- +15% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel plate armour 'Balidir' (4 def, 18 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +18 Defense +4 (+2 eff.) Fatigue +17% Phys.save +37 (+12 eff.) Die.at -40.00 life A suit of armour made of metal plates. |
| Cloak | linen cloak 'Gleamvengeance' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +15% acid Melee Ret 8 light On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% light +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 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 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
wild infusion of the warrior (resist 16%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 12; dur 15; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Isleratta the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- S.pwr/crit +4 Dmg.mod +12% temporal ----- def ----- Fatigue -4% Resists +3% temporal HP.reg +1.10 ---------- misc Masteries +0.15 Wild-gift/Fungus Amulets can have magical properties. |
Tempestsnake0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning +10% darkness Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +7 (+4 eff.) Confus- +24% Rings can have magical properties. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
arcing steel longsword of massacre (22.5-31.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
steel plate armour 'Relgoroddahell' (4 def, 11 armour)17.0 T2 massive armor [Rare] Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Res.pen +10% arcane ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +22% Resists +5% acid +8% cold Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +5.00 Breathe water A suit of armour made of metal plates. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
5 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. |
Layivea the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.crit +3% ----- def ----- Fatigue -5% Resists +6% blight ---------- misc Mana/s.crit +4.00 Vim/s.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anders the Cornac Wyrmic level 12
16th Dusk 122nd year of Ascendancy at 22:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anders the Cornac Wyrmic level 10
6th Flare 122nd year of Ascendancy at 16:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Anders the Cornac Wyrmic level 20
73rd Dusk 122nd year of Ascendancy at 21:20 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Anders the Cornac Wyrmic level 14
45th Dusk 122nd year of Ascendancy at 14:11 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Anders the Cornac Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 11:07 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Anders the Cornac Wyrmic level 9
3rd Summertide 122nd year of Ascendancy at 11:42 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anders the Cornac Wyrmic level 18
68th Dusk 122nd year of Ascendancy at 05:10 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Anders the Cornac Wyrmic level 19
73rd Dusk 122nd year of Ascendancy at 20:52 see stats
Log
Urkis, the High Tempest casts Freeze.
Anders is recovering from the damage!
Anders is encased in ice!
Urkis, the High Tempest hits Anders for 147 cold damage.
Thunderstorm hits Anders for 45 lightning damage.
Anders's devouring flames area effect hits Iceblock for 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire (244 total damage).
Anders uses Infusion: Wild.
Anders speeds up.
Anders is cured!
Anders lessens the pain.
Anders uses Infusion: Regeneration.
Anders starts regenerating health quickly.
Anders uses Sudden Growth.
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest casts Shock.
Cold drake hatchling speeds up.
Talent Infusion: Healing is ready to use.
Thunderstorm hits Anders for (16 to ice), 24 lightning (24 total damage).
Anders's devouring flames area effect hits Iceblock for 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire, 31 fire (274 total damage).
Urkis, the High Tempest's Shock hits Anders for (77 to ice), 115 lightning (115 total damage).
Anders shrugs off the effect 'Dazed'!
Anders forces the iceblock to shatter.
Anders is free from the ice.
Anders hits Iceblock for 12 arcane, 8 light, 9 blight, 14 arcane (42 total damage).
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest's spell attains critical power!
Saving game...























































































