











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! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---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 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 20 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 20 on the 5th Wealth 122nd year of Ascendancy at 12:06 / 2Killed by Elodari at level 20 on the 5th Wealth 122nd year of Ascendancy at 12:10 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 19 (base 15) |
| Magic | 66 (base 48) |
| Willpower | 22 (base 10) |
| Cunning | 49 (base 36) |
Resources
| Life | -150/494 |
| Positive | 107/107 |
| Negative | 78/107 |
| Healing Factor | 1.1291723257555 |
| Regeneration | 2.5406377329499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.9293902293357E-12% |
| Spell | +1.2878587085652E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 4 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 43% |
| Speed | 0.99999999999999 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Darkness | +47% |
| Light | +29% |
| Temporal | +21% |
| Fire | +12% |
| Arcane | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 35 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 27%( 70%) |
| Nature | + 15%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 38%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Pinning Resistance | 26% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 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 5 turns. While Heroism is active, you will only die when reaching -335 life. The duration and life will increase by 1% for every 1% life you have lost (currently 771 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 3/5 |
| 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bear paw. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' * '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.' 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 red crystal shard. * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Flameoracle (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +2 Wil +6 Cun dps ---------- Dmg.mod +3% mind +6% fire ----- def ----- Armour +1 Resists +18% fire Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Voryrimina'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% lightning +6% fire +9% nature Heal.mod +5% Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 | Amydil (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +1 Con dps ---------- Spell.crit +2% Dmg.mod +11% darkness +3% physical ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +1% physical Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 3 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Fogward the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +6% darkness Max.HP +20.00 Disarm- +21% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around waist | Smolderwilder1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +6% fire ----- def ----- Resists +3% lightning +9% fire Max.HP +32.00 A belt that goes around your waist. |
| In main hand | Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | radiant hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +5% light +5% arcane ----- def ----- Armour +2 Resists +5% light 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. |
| Main armor | timebroken linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +7% arcane +6% temporal ----- def ----- Resists +7% all ---------- misc Max.mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Pitchwalker the linen cloak (17 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +17 (+9 eff.) Resists +3% light Phys.save +5 (+2 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 181; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 180; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 180.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
shatter afflictions rune of the wizard (absorb 86; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 86 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. |
teleportation rune of the wizard (range 87; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Penitence (15-18 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Sparkwrest (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Dmg.mod +12% darkness ----- def ----- Defense +1 (+1 eff.) Resists +18% darkness +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
56 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
8 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Elodari the Dwarf Anorithil level 17
32nd Profit 122nd year of Ascendancy at 13:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Elodari the Dwarf Anorithil level 19
2nd Wealth 122nd year of Ascendancy at 13:13 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Elodari the Dwarf Anorithil level 10
1st Acquisition 122nd year of Ascendancy at 08:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Elodari the Dwarf Anorithil level 20
2nd Wealth 122nd year of Ascendancy at 23:44 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Elodari the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 06:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Elodari the Dwarf Anorithil level 12
2nd Profit 122nd year of Ascendancy at 13:02 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Elodari the Dwarf Anorithil level 12
4th Profit 122nd year of Ascendancy at 06:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elodari the Dwarf Anorithil level 19
44th Profit 122nd year of Ascendancy at 18:45 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Elodari the Dwarf Anorithil level 20
5th Wealth 122nd year of Ascendancy at 12:06 see stats
Log
Talent Moonlight Ray is ready to use.
Talent Command Staff is ready to use.
Talent Firebeam is ready to use.
Talent Searing Light is ready to use.
Elodari casts Moonlight Ray.
Horned Horror is recovering from the damage!
Horned Horror uses Clinch.
Elodari instinctively hardens his skin and ignores the attack!
Elodari repels an attack from Horned Horror.
Elodari is grappled!
Horned Horror is engaged in a grapple!
Elodari hits Horned Horror for (22 flat reduction), 161 darkness (161 total damage).
Grappling hits Elodari for 2 physical damage.
Elodari's darkness area effect hits Horned Horror for (22 flat reduction), 16 darkness (16 total damage).
Elodari's darkness area effect hits Elodari for 31 darkness damage.
Grappled from Horned Horror hits Elodari for 47 physical damage.
Elodari casts Searing Light.
Elodari's spell attains critical power!
Horned Horror throws two quick punches.
Horned Horror casts Chain Lightning.
Grappling hits Elodari for 17 physical damage.
Horned Horror hits Elodari for 129 physical, 19 lightning, 80 lightning, 161 physical, 19 lightning (410 total damage).
Melee retaliation hits Horned Horror for (9 flat reduction), 0 fire, (0 flat reduction), 0 darkness, (9 flat reduction), 0 fire, (0 flat reduction), 0 darkness (0 total damage).
Elodari hits Horned Horror for (22 flat reduction), 122 light (122 total damage).
Elodari's light area effect hits Horned Horror for (22 flat reduction), 53 light (53 total damage).
Elodari's darkness area effect hits Horned Horror for (22 flat reduction), 16 darkness (16 total damage).
Elodari's darkness area effect hits Elodari for 31 darkness damage.
Elodari the level 20 dwarf anorithil was swallowed by the void to death by himself (how embarrassing) on level 4 of The Maze.













































































