








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 19 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Zubyressra the midge swarm at level 19 on the 46th Dusk 122nd year of Ascendancy at 08:58 / 2Killed by Zubyressra the midge swarm at level 19 on the 46th Dusk 122nd year of Ascendancy at 09:05 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 46 (base 37) |
| Constitution | 10 (base 10) |
| Magic | 54 (base 41) |
| Willpower | 17 (base 10) |
| Cunning | 29 (base 18) |
Resources
| Life | -10/366 |
| Positive | 83/84 |
| Negative | 73/84 |
| Steam | 100/100 |
| Healing Factor | 1.3 |
| Regeneration | 101.933 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55.999999999999% |
| Spell | +1.9984014443253E-12% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 30 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 35% |
| Speed | 0.99999999999998 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Darkness | +57% |
| Light | +35% |
| Temporal | +25% |
| Blight | +12% |
| Arcane | +20% |
| Mind | +9% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +5% |
| Light | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 23 (78.720930232558%) |
| Defense | 50 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 43%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 55%( 70%) |
| Light | + 19%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 82% |
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 51% |
Inscriptions (4/4)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Hymn of Perseverance |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Movement speed is reduced by 56%. Slow movement |
| beneficial effect | A flow of life spins around the target, regenerating 75.96 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 65.14 nature damage per turn. Poison |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target has 28% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You abandoned lost tinker to death. Escort: weary adventurer (level 1 of Ruins of Kor'Pul) | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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 | Scorchstreak (22 def, 10 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +22 (+8 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +2 Cun / +2 Dex Silence immunity: +26% Confusion immunity: +21% Stun/Freeze immunity: +27% Maximum stamina: +10.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Saliyanor'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex Changes resistances: +11% darkness Changes damage: +10% light Damage affinity(heal): +5% light Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 53.53 light damage within radius 4. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cuthikalthohek the Darksmasher (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +6% fire / +5% arcane / +9% darkness Changes resistances penetration: +5% arcane Changes damage: +9% darkness / +3% arcane A cap made of leather. |
| Tool | Duskwild the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +11% nature / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +5% nature / +3% darkness Grants telepathy: Demon/Minor Demon/Major Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
| On fingers | copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elven-wood starstaff 'Urytir' (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 blight Changes damage: +25% temporal / +25% light / +9% blight / +25% darkness / +9% mind / +25% physical Talent granted: +1 Command Staff Mental save: +18 (+9 eff.) Maximum mana: +60.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Getolathadethad' (3 def, 5 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% cold Blindness immunity: +5% Disease immunity: +10% Confusion immunity: +15% Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Lustreward the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid / +6% light Changes resistances penetration: +5% light Maximum life: +31.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Silelaith the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +3 Dex / +4 Mag Changes resistances penetration: +10% blight Changes damage: +3% blight Mana each turn: +0.08 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 13%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 32; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. |
Sparkbearer the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +15% blight / +21% temporal / +22% darkness / +6% lightning Changes resistances penetration: +15% acid / +25% blight Changes damage: +6% acid Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamburst the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 light Changes resistances: +24% nature Changes resistances penetration: +25% light Changes damage: +16% nature / +6% light Critical mult.: +15.00% Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloomcut (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 mind Changes resistances penetration: +20% mind Changes damage: +18% darkness Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayegara (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: -2% Changes stats: +6 Str / +4 Dex / +2 Wil Changes resistances penetration: +10% temporal Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belybeth (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +6 Wil / +5 Con Changes resistances: +11% mind Changes damage: +11% mind A pointy cloth hat, very wizardly... |
Camuthad (4 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% mind / +3% temporal Physical save: +6 (+3 eff.) Silence immunity: +5% Pinning immunity: +20% See invisible: +9 A pointy cloth hat, very wizardly... |
rough leather cap 'Belurig' (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes resistances: +3% blight / +5% arcane Physical save: +10 (+5 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% A cap 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. |
182 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. |
iron pickaxe 'Helldream' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 fire Changes stats: +3 Str Changes resistances: +12% darkness / +9% fire Changes resistances penetration: +10% fire Changes damage: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 101.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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), costing 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. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Cornac Anorithil level 10
1st Summertide 122nd year of Ascendancy at 12:18 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By koa the Cornac Anorithil level 8
77th Pyre 122nd year of Ascendancy at 21:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Cornac Anorithil level 16
16th Dusk 122nd year of Ascendancy at 02:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Cornac Anorithil level 11
2nd Flare 122nd year of Ascendancy at 04:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Cornac Anorithil level 15
15th Dusk 122nd year of Ascendancy at 12:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By koa the Cornac Anorithil level 19
46th Dusk 122nd year of Ascendancy at 08:58 see stats
Log
koa hits Zubyressra the midge swarm for 9 darkness, 7 arcane, 11 blight, 2 fire, 7 light (36 total damage).
Zubyressra the midge swarm hits koa for 31 nature damage.
Talent Bathe in Light is ready to use.
Koa uses Infusion: Regeneration.
Koa starts regenerating health quickly.
Koa resists the pinning!
Koa is poisoned!
Zubyressra the midge swarm's pinning nature area effect hits koa for 11 nature damage.
Zubyressra the midge swarm misses koa.
Zubyressra the midge swarm misses koa.
Zubyressra the midge swarm uses Acidbeam.
Zubyressra the midge swarm's mind surges with critical power!
Koa is disarmed!
Zubyressra the midge swarm hits koa for 206 acid damage.
Talent Shadow Blast is ready to use.
Talent Moonlight Ray is ready to use.
Poison from Zubyressra the midge swarm hits koa for 22 nature damage.
Koa resists the pinning!
Zubyressra the midge swarm's pinning nature area effect hits koa for 12 nature damage.
Zubyressra the midge swarm uses Slime Spit.
Zubyressra the midge swarm's mind surges with critical power!
koa deflects the projectile from Zubyressra the midge swarm but fumbles!
Talent Twilight is ready to use.
Talent Starfall is ready to use.
Poison from Zubyressra the midge swarm hits koa for 44 nature damage.
Koa slows down.
Zubyressra the midge swarm's Slime Spit hits koa for 207 nature damage.
Saving game...






































































