









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Orc Breeding Pits Full 1.7.4Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 13 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid warrior at level 13 on the 4th Dusk 122nd year of Ascendancy at 21:49 / 1 |
Primary Stats
| Strength | 49 (base 39) |
| Dexterity | 22 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 31 (base 29) |
| Cunning | 14 (base 10) |
Resources
| Life | -275/278 |
| Hate | 100/100 |
| Healing Factor | 1.1348363011315 |
| Regeneration | 0.28370907528287 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 57 |
| Crit Chance | 7% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Mind | +3% |
| Darkness | +12% |
| Physical | +9% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.151787968034%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 15 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 6%( 70%) |
| Darkness | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Disarm Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | 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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Hettolekhad (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 physical Changes resistances penetration: +5% physical Changes damage: +9% physical Critical mult.: +10.00% Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | polar rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Blazewill the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances: +3% fire Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Brodadin the Flashstoker [power 110] (1/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag Changes resistances: +6% lightning Reduces incoming crit damage: 10.00% Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | Tidig the PhoenixtoothCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 18% * 10% chance to reduce all saves and defense by 22 Damage when hit (Melee): 6 mind Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +5% mind Changes damage: +9% acid Damage against: +18% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
| Main armor | iron plate armour 'Duathelpyre' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +3 Mag Changes resistances: +3% darkness / +5% physical Physical save: +11 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% A suit of armour made of metal plates. |
| In main hand | Sootbliss (Madness) (24-39 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Physical power: +12 (+4 eff.) Damage when hit (Melee): 4 arcane / 6 darkness Changes stats: +3 Con Changes resistances: +3% darkness Changes resistances penetration: +20% physical Changes damage: +12% darkness Disarm immunity: +21% Curse of Madness Massive two-handed swords. |
| Cloak | Relgytorain (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Armour: +5 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes resistances: +5% arcane / +20% cold Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 'Haritothel'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes damage: +3% mind Physical save: +5 (+2 eff.) Disarm immunity: +10% Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +11% 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. |
Inventory
shatter afflictions rune (absorb 35; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 35 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 108; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 108 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 28; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 43; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bill's Tree Trunk (Madness) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Galiroddalin (Madness) (18-28 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 darkness / +4 mind Damage (radius 1) on hit: +4 physical Damage against: +10% Living When wielded/worn: Changes stats: +3 Con Cut immunity: +10% Maximum life: +60.00 Curse of Madness Massive two-handed swords. |
Silidhewen the iron greatsword (Corpses) (19-30 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +4 physical When wielded/worn: Armour: +10 Physical save: +3 (+1 eff.) Curse of Corpses Massive two-handed swords. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Sileda the Frostwill (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +1.0% Defense: +6 (+6 eff.) Changes stats: +1 Con Changes resistances penetration: +10% cold Critical mult.: +5.00% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nunn (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Changes stats: +1 Con Changes resistances: +3% light / +7% all Changes damage: +3% physical Physical save: +16 (+7 eff.) Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Emelinor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +2 Str Changes damage: +3% blight Stamina each turn: +0.40 Equilibrium when hit: +0.04 Maximum stamina: +10.00 Mental crit. chance: +1% Light radius: +3 A pair of boots made of leather. |
pair of rough leather boots 'Frozenglean' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Con Changes resistances: +6% cold Changes resistances penetration: +15% darkness / +15% fire Changes damage: +12% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Poliletta the iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Changes resistances penetration: +5% acid Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urygandil the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% nature / +3% cold Changes damage: +11% nature Life regen: +4.00 Maximum life: +40.00 Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
iron helm 'Eremontir' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Con Changes resistances: +3% acid / +6% temporal / +3% blight Knockback immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Icespire' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +4 Dex Changes resistances: +7% cold Changes resistances penetration: +10% darkness / +10% cold Changes damage: +3% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
iron pickaxe 'Blindpain' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +15% light Changes damage: +9% light / +3% darkness Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused 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.(85 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
Cyrunn the Arcnail [power 100] (1/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes damage: +3% lightning Stun/Freeze immunity: +20% It can be used to blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (1/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 247 Base Damage: 104 Armor: 0 All Resist: 5 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm wand of conjuration [power 100] (1/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
3 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Korugar the Skeleton Cursed level 6
2nd Mirth 122nd year of Ascendancy at 08:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Korugar the Skeleton Cursed level 10
2nd Summertide 122nd year of Ascendancy at 15:41 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Korugar the Skeleton Cursed level 12
9th Flare 122nd year of Ascendancy at 23:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Korugar the Skeleton Cursed level 6
7th Mirth 122nd year of Ascendancy at 14:40 see stats
Log
Mindrot hits Mecharachnid flame thrower for 4 mind, 4 darkness (7 total damage).
Mecharachnid warrior's is vulnerable to attacks and effects!
Mecharachnid repairbot's is vulnerable to attacks and effects!
Mecharachnid warrior is no longer dominated.
Korugar hits Mecharachnid warrior for (5 flat reduction), 20 mind, (5 flat reduction), 1 cold (20 total damage).
Korugar hits Mecharachnid repairbot for 14 mind, 3 cold (17 total damage).
Korugar hits Mecharachnid flame thrower for 96 physical damage.
Melee retaliation hits Korugar for (1 absorbed), 0 fire (0 total damage).
Korugar killed Mecharachnid flame thrower!
Mecharachnid repairbot is stunned with fear!
Mindrot hits Mecharachnid warrior for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Mindrot hits Mecharachnid repairbot for 1 mind, 2 darkness (3 total damage).
Mindrot hits Mecharachnid warrior for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Mecharachnid warrior uses Block.
Mecharachnid warrior is out of phase.
Mecharachnid warrior uses cashmere cloak!
Shards of metal explode from Mecharachnid warrior's shield!
Mindrot hits Mecharachnid warrior for (4 flat reduction), 0 mind, (3 flat reduction), 0 darkness (0 total damage).
Mindrot hits Mecharachnid warrior for (3 flat reduction), 0 mind, (3 flat reduction), 0 darkness (0 total damage).
Mindrot hits Mecharachnid repairbot for 2 mind, 2 darkness (4 total damage).
Mindrot hits Mecharachnid warrior for (4 flat reduction), 0 mind, (4 blocked), 0 darkness (0 total damage).
Mecharachnid warrior hits Korugar for (34 absorbed), 0 physical, (14 absorbed), 0 fire, (15 absorbed), 0 light (0 total damage).
Your shield crumbles under the damage!
The shield around Korugar crumbles.
Melee retaliation hits Mecharachnid warrior for (4 flat reduction), 0 physical, (5 flat reduction), 0 darkness, (4 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (5 flat reduction), 2 mind, (4 flat reduction), 0 physical, (5 flat reduction), 0 darkness, (4 flat reduction), 0 arcane, (4 flat reduction), 0 fire, (5 flat reduction), 2 mind (4 total damage).
Mecharachnid warrior hits Korugar for (12 absorbed), 192 physical (192 total damage).
Korugar the level 13 skeleton cursed was mutilated to death by a mecharachnid warrior on level 1 of Ancient Cave.






































































