











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:
Items Vault 1.7.6Donators/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! 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 | Normal Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Temporal Warden |
| Level / Exp | 28 / 97% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 45 (base 34) |
| Constitution | 16 (base 10) |
| Magic | 58 (base 56) |
| Willpower | 32 (base 33) |
| Cunning | 17 (base 10) |
Resources
| Life | 742/742 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.1945771506545 |
| Regeneration | 15.589231816041 |
Speed
| Mental | +10% |
| Attack | -9.9698027611339E-12% |
| Movement | +20% |
| Spell | -9.9698027611339E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 23.484752921281 |
| See Invisible | 18.484752921281 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 27 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 3% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +11% |
| Temporal | +12% |
| Physical | +7% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +24% |
| Light | +14% |
| Blight | +14% |
| Physical | +34% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 78 (78.914983985962%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 35 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 26%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 18%( 70%) |
| Lightning | + 47%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Disarm Resistance | 41% |
| Knockback Resistance | 57% |
| Confusion Resistance | 30% |
| Stun Resistance | 50% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Contingency |
| talent | Weapon Folding |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 5. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. 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 skeleton mage skull. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed warg claw. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice ant stinger. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Flashmoon' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes resistances: +15% lightning / +5% physical / +3% temporal Maximum encumbrance: +34 Physical save: +12 (+4 eff.) Blindness immunity: +10% A pair of boots made of leather. |
| Quiver | Nightborn the quiver of dragonbone arrows (20/20, 68-94 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.5 - 94.5 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +17.0% Capacity: 20 On weapon hit: * 20% chance to reduce damage dealt by 17% On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 fire / +20 darkness Damage (radius 1) on hit: +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | preserving alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% blight Mental save: +6 (+3 eff.) Life regen: +3.00 Light radius: +4 See stealth: +10 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shinewire (7 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +7 (+2 eff.) Fatigue: +5% Changes resistances: +15% acid / +6% temporal / +3% light / +12% darkness / +5% arcane / +3% all Physical save: +7 (+3 eff.) Spell save: +9 (+4 eff.) Silence immunity: +50% A hat made of leather. Very stylish. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Camidil the ChargereekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +2 Defense: +25 (+6 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Str Changes resistances: +32% acid Changes damage: +16% acid Physical save: +12 (+4 eff.) Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +22.00 Rings make your fingers look great! |
| Around waist | Elytira the SplendourstingerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +10 Changes stats: +3 Dex Changes resistances: +15% fire / +6% cold Changes damage: +6% light Blindness immunity: +20% A belt that goes around your waist. |
| In main hand | swiftstrike ash longbow of piercing Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Changes stats: +5 Cun Changes resistances penetration: +9% all Combat speed: +10% Longbows are used to shoot arrows at your foes. |
| On hands | Starpain the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 light Changes stats: +3 Con Changes resistances: +9% light Changes resistances penetration: +15% darkness / +5% light Changes damage: +3% light Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Delayon (14 def, 27 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +27 Defense: +14 (+3 eff.) Fatigue: +9% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage when hit (Melee): 50 physical Changes stats: +5 Dex Changes resistances: +3% blight Changes resistances penetration: +5% blight Life regen: +9.80 Stamina each turn: +1.70 Maximum life: +38.00 Movement speed: +20% Healing mod.: +14% A suit of armour made of leather. |
| Cloak | Xanylle (12 def, 16 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +16 Defense: +12 (+3 eff.) Changes resistances: +30% lightning / +18% cold Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | HathemnirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% physical / +10% temporal Changes resistances penetration: +15% physical Pinning immunity: +24% Knockback immunity: +34% Amulets make your neck look great! |
Inventory
GlareripperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +3% light Changes resistances penetration: +10% darkness / +25% light Changes damage: +12% arcane / +27% light Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Eclipseroar the reinforced leather armour (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +4 Str Changes resistances: +27% acid / +12% darkness Changes damage: +3% fire Life regen: +18.80 Maximum life: +99.00 Healing mod.: +34% A suit of armour made of leather. |
4 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. |
110 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 264/400. 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. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
Obsidianmight [power 340] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 mind Changes resistances: +9% mind / +9% darkness Changes resistances penetration: +20% darkness / +15% cold It can be used to blast the opponent's mind dealing 347 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 58. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Who? the Drem Temporal Warden level 26
25th Wealth 123rd year of Ascendancy at 10:24 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Who? the Drem Temporal Warden level 25
15th Wealth 123rd year of Ascendancy at 14:54 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Who? the Drem Temporal Warden level 23
19th Profit 123rd year of Ascendancy at 21:12 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Who? the Drem Temporal Warden level 14
40th Steel 123rd year of Ascendancy at 10:04 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Who? the Drem Temporal Warden level 24
30th Profit 123rd year of Ascendancy at 04:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Who? the Drem Temporal Warden level 17
29th Gold 123rd year of Ascendancy at 01:09 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Who? the Drem Temporal Warden level 25
3rd Wealth 123rd year of Ascendancy at 04:52 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Who? the Drem Temporal Warden level 26
25th Wealth 123rd year of Ascendancy at 09:06 see stats
Impossible Death (Roguelike)
Got killed by your future self.By Who? the Drem Temporal Warden level 18
1st Stralite 123rd year of Ascendancy at 13:44 see stats
Level 10 (Roguelike)
Got a character to level 10.By Who? the Drem Temporal Warden level 10
15th Iron 123rd year of Ascendancy at 23:55 see stats
Level 20 (Roguelike)
Got a character to level 20.By Who? the Drem Temporal Warden level 20
13rd Stralite 123rd year of Ascendancy at 17:53 see stats
Myths of an age past (Roguelike)
Learned all there is to learn about the Gods and the Godslayers.By Who? the Drem Temporal Warden level 26
25th Wealth 123rd year of Ascendancy at 10:24 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Who? the Drem Temporal Warden level 22
1st Profit 123rd year of Ascendancy at 02:15 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Who? the Drem Temporal Warden level 26
25th Wealth 123rd year of Ascendancy at 10:24 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Who? the Drem Temporal Warden level 12
1st Steel 123rd year of Ascendancy at 19:32 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Who? the Drem Temporal Warden level 26
25th Wealth 123rd year of Ascendancy at 10:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Who? the Drem Temporal Warden level 11
20th Iron 123rd year of Ascendancy at 10:37 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Who? the Drem Temporal Warden level 20
5th Voratun 123rd year of Ascendancy at 19:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Who? the Drem Temporal Warden level 17
18th Gold 123rd year of Ascendancy at 16:52 see stats
Log
You detach voratun spike attachment from your Delayon (14 def, 7 armour).
You attach voratun spike attachment to your Delayon (14 def, 27 armour) .
Who? drops on the floor: ash longbow 'Alerion'.
Your ash longbow 'Alerion' is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: Broduregothel (10-14 power, 5 apr).
Your Broduregothel (10-14 power, 5 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: regeneration infusion of the wizard (heal 378; 14 cd).
Your regeneration infusion of the wizard (heal 378; 14 cd) is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: wild infusion of the duelist (res 28%; physical; dur 3; cd 16).
Your wild infusion of the duelist (res 28%; physical; dur 3; cd 16) is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: rough leather belt of recklessness.
Your rough leather belt of recklessness is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: schematic: Mental Stimulator.
Your schematic: Mental Stimulator is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: schematic: Kinetic Stabiliser.
Your schematic: Kinetic Stabiliser is magically sorted by the storage room and put in a pile with the others items of the same type.
Who? drops on the floor: schematic: Fungal Web.
Your schematic: Fungal Web is magically sorted by the storage room and put in a pile with the others items of the same type.
Saving game...
Saving done.


































































































