








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Ghoul |
| Class | Archmage |
| Level / Exp | 19 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Eamon the human at level 19 on the 64th Dusk 122nd year of Ascendancy at 00:25 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 65 (base 47) |
| Willpower | 50 (base 32) |
| Cunning | 26 (base 17) |
Resources
| Life | -204/409 |
| Mana | 16/446 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 10 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +48% |
| Acid | +6% |
| Light | +11% |
| Cold | +15% |
| Mind | +19% |
| Physical | +3% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +5% |
| Blight | +5% |
| Cold | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 38 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 12%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 43%( 70%) |
| Darkness | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
| Bleed Resistance | 100% |
| Silence Resistance | 20% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 90% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 200 damage for 4 turns. Its effects scale with your Willpower stat. |
| 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (61 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 367 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
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 successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glorodhemira the copperhead snake. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within6 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 | Eremikor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +24% fire +6% cold Die.at -40.00 life Pinning- +20% Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Gunelenik'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +3% physical Melee Ret 2 physical ----- def ----- Armour +8 Resists +2% physical Die.at -80.00 life ---------- misc Light +3 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 | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 48.33 to 144.98 lightning damage (96.65 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Cinderwisp the elm wand of shielding [power 122] (19/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% blight +15% fire +3% cold Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Hathubers the Sparkglory0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light +3% lightning Res.pen +15% lightning ----- def ----- Fatigue -5% Resists +9% lightning ---------- misc Max.enc +26 Rings make your fingers look great! |
| On fingers | Dimgasher the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +9% mind Res.pen +5% darkness +5% blight ----- def ----- Resists +3% darkness Silence- +20% ---------- misc Mana/turn +0.13 Max.mana +20.00 Rings make your fingers look great! |
| Around waist | Sewervice the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Wil +2 Cun +5 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
| In main hand | surging dragonbone magestaff of warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) S.pwr/crit +3 Dmg.mod +30% lightning ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ulideneg the Sleetquench (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Melee+ 5 mind Dmg.mod +4% mind Res.pen +20% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% mind +3% lightning Die.at -20.00 life Cut- +10% Pinning- +10% Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Emelemivena the Heatream (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Str +5 Mag +5 Wil +1 Con dps ---------- Dmg.mod +9% fire Res.pen +5% light Melee Ret 6 fire ----- def ----- Resists +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Barkblood (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +4 Cun ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +5% arcane Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Grinagorn0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +5% fire +5% cold +5% lightning ----- def ----- Defense +20 (+10 eff.) Resists +3% temporal Phys.save +14 (+7 eff.) Spell.save +17 (+6 eff.) Mind.save +16 (+8 eff.) Die.at -60.00 life Disease- +20% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the wizard (absorb 85; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 85 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bethorima0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Crit.mult +15.00% Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% acid +6% blight HP.reg +2.00 ---------- misc Stam/turn +0.40 Equi/ret +0.08 Light +1 Infravis +1 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Gann the Quenchquench0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% cold +9% darkness +11% fire Res.pen +5% cold ----- def ----- Defense +6 (+3 eff.) Resists +22% fire Max.HP +23.00 Disarm- +26% Pinning- +22% Knockbk- +25% Rings make your fingers look great! |
copper ring 'Vorida'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil +2 Cun +4 Con ----- def ----- Mind.save +7 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Adytira the Gleamoracle (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid +3% light Res.pen +15% mind +15% fire Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% acid +3% light ---------- misc Light +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Pitchwreath' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +20% darkness Acc +10 (+9 eff.) Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
248 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Sunlore (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane ----- def ----- Fatigue -4% Resists +5% arcane +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Eareldil the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% blight Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 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. |
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. |
5 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SomeGuy the Ghoul Archmage level 19
62nd Dusk 122nd year of Ascendancy at 14:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SomeGuy the Ghoul Archmage level 10
3rd Summertide 122nd year of Ascendancy at 06:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SomeGuy the Ghoul Archmage level 10
1st Flare 122nd year of Ascendancy at 02:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SomeGuy the Ghoul Archmage level 10
3rd Dusk 122nd year of Ascendancy at 13:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SomeGuy the Ghoul Archmage level 15
39th Dusk 122nd year of Ascendancy at 08:52 see stats
Log
The shield around SomeGuy crumbles.
SomeGuy is on fire!
SomeGuy's is surrounded with an all-consuming flame!
Melee retaliation hits Eamon the human for 2 physical, 5 fire (7 total damage).
Eamon the human hits SomeGuy for (12 resilience), (181 absorbed), 24 physical, 8 fire (32 total damage).
Eamon the human receives 81 healing.
SomeGuy receives 30 healing from SomeGuy's purging blight area effect.
SomeGuy's purging blight area effect hits Eamon the human for 15 blight damage.
Talent Lightning is ready to use.
Thunderstorm hits Eamon the human for 33 lightning damage.
Burning from Eamon the human hits SomeGuy for 3 fire damage.
Eamon the human receives 2 healing from Devouring flames from Eamon the human.
Lava floor burns SomeGuy!
SomeGuy hits Eamon the human for 19 lightning damage.
Eamon the human hits SomeGuy for (53 ignored), 0 fire (0 total damage).
SomeGuy uses Ghoulish Leap.
SomeGuy casts Phase Door.
Select a target to teleport...
The spell fizzles!
Lava floor heals Eamon the human!
Eamon the human's spell attains critical power!
Eamon the human deactivates Fearscape.
Eamon the human's weapon surges with fire!
Melee retaliation hits Eamon the human for 2 physical, 5 fire (7 total damage).
Eamon the human hits SomeGuy for 138 physical, 12 fire (150 total damage).
Eamon the human receives 81 healing.
SomeGuy the level 19 ghoul archmage was combusted to death by Eamon the human on level 1 of Fearscape.
You are brought back from the Fearscape!
The furious lightning storm around SomeGuy calms down and disappears.

















































































