











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 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 | Wanderer |
| Level / Exp | 22 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Beletira the skeleton mage at level 22 on the 11st Haze 122nd year of Ascendancy at 05:35 / 2Killed by Belarin the oozing horror at level 22 on the 12nd Haze 122nd year of Ascendancy at 20:23 |
Primary Stats
| Strength | 36 (base 22) |
| Dexterity | 50 (base 33) |
| Constitution | 31 (base 12) |
| Magic | 80 (base 50) |
| Willpower | 16 (base 12) |
| Cunning | 23 (base 12) |
Resources
| Life | -308/631 |
| Mana | 12/281 |
| Vim | 0/263 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 4.9549537024408 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 32.365053558023 |
| See Invisible | 32.365053558023 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 47 |
| Crit Chance | 10% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Acid | +27% |
| Darkness | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +10% |
| Cold | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 57.36174050493 (81.898876157654%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 24 |
| Physical Save | 37 |
| Spell Save | 34 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 19%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 12% |
| Silence Resistance | 28% |
| Confusion Resistance | 22% |
| Knockback Resistance | 30% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 432 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -627 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1560 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 70 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. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Demented / Chronophage | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic 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)As a reward you improved Dexterity by +5. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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
| On feet | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Silence- +28% Confus- +22% Stun/Frz- +26% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 114% 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. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc 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 | Isireta the dwarven-steel helm (15 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +4 Dex +2 Con dps ---------- Apr +6 ----- def ----- Armour +8 Defense +15 (+4 eff.) Fatigue +4% Phys.save +16 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Voidjustice' (25 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Melee+ 6 physical Dmg.mod +6% darkness +4% physical ----- def ----- Armour +6 Defense +25 (+6 eff.) Resists +5% arcane +3% nature Die.at -80.00 life 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. |
| Tool | Shaderune [power 160] (11/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Defense +30 (+8 eff.) Resists +15% temporal Spell.save +6 (+3 eff.) Die.at -40.00 life Fire a magical bolt dealing 160 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
| On fingers | steel ring 'Sunpiety'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +1 Wil dps ---------- Mind.crit +3% ----- def ----- Resists +13% acid +3% light +10% fire +14% cold +13% lightning ---------- misc Hate/m.crit +1.00 Max.psi +40.00 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Mana/turn +0.15 Max.mana +25.00 Amulets make your neck look great! |
| In main hand | Emotha the Demonspire (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +11 fire On Crit.r2 +12 cold On Hit: 20% Curse of Vulnerability 3 While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +10 (+4 eff.) Res.pen +5% darkness +5% cold On Hit (Melee): * 20% chance to reduce damage dealt by 14% One-handed war axes. |
| Around waist | Griniran the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +20 (+6 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Resists +12% temporal Crit.dmg- 15.00% Spell.save +9 (+4 eff.) ---------- misc Mana/turn +0.04 Create a temporary shield that absorbs 194 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | warbringer's dwarven-steel dagger of projection (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
| Cloak | Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 0/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
shielding rune (absorb 50; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings make your fingers look great! |
Tidehunter (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 cold On Crit.r2 +12 physical +16 cold While equipped: dps ---------- Phys.crit +4.0% Mind.crit +2% Phys.pwr +20 (+7 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical ----- def ----- Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+6 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Neruyaba (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% darkness Res.pen +9% darkness +5% acid Apr +1 ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +12% darkness +6% acid Stealth +10 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Filthwire' (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +7 ---------- misc Max.stam +20.00 Infravis +1 A pair of boots made of leather. |
hardened leather cap 'Relgehir' (5 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Cun +3 Con ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +9% mind Mind.save +3 (+3 eff.) HP.reg +4.00 Heal.mod +20% A cap made of leather. |
2 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. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire 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. |
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 (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. |
cleansing dwarven-steel torque of psionic shield [power 69] (11/25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Heoyn the Cornac Wanderer level 20
47th Dusk 122nd year of Ascendancy at 16:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Heoyn the Cornac Wanderer level 10
2nd Mirth 122nd year of Ascendancy at 13:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Heoyn the Cornac Wanderer level 20
23rd Dusk 122nd year of Ascendancy at 07:23 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Heoyn the Cornac Wanderer level 22
11st Haze 122nd year of Ascendancy at 05:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Heoyn the Cornac Wanderer level 7
78th Pyre 122nd year of Ascendancy at 12:20 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Heoyn the Cornac Wanderer level 18
21st Dusk 122nd year of Ascendancy at 15:59 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Heoyn the Cornac Wanderer level 21
57th Dusk 122nd year of Ascendancy at 17:17 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Heoyn the Cornac Wanderer level 16
10th Dusk 122nd year of Ascendancy at 12:18 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Heoyn the Cornac Wanderer level 22
11st Haze 122nd year of Ascendancy at 05:35 see stats
Log
Heoyn loses sight!
Heoyn is dazed!
Belarin the oozing horror hits Heoyn for 177 physical damage.
Heoyn misses Something.
Heoyn misses Something.
Heoyn is not dazed anymore.
Heoyn slows down.
Something hits Heoyn for 31 nature damage.
Heoyn returns to normal.
Heoyn misses Something.
Heoyn misses Something.
Something hits Heoyn for 31 nature damage.
Heoyn starts to bleed.
Heoyn's Darkfire is disrupted by his wounds!
Something hits Heoyn for 29 physical, 5 nature, 22 physical (57 total damage).
Heoyn is not stunned anymore.
Bleeding from Belarin the oozing horror hits Heoyn for 6 physical damage.
Heoyn uses Infusion: Movement.
Heoyn is moving at extreme speed!
Heoyn slows down.
Heoyn misses Something.
Heoyn misses Something.
Heoyn misses Something.
Heoyn misses Something.
Heoyn misses Something.
Heoyn misses Something.
Heoyn misses Something.





















































































