










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Select your Escorts 1.6.0Allows 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 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 | Female |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 16 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 16 on the 63rd Dusk 122nd year of Ascendancy at 05:54 / 1 |
Primary Stats
| Strength | 45 (base 37) |
| Dexterity | 10 (base 10) |
| Constitution | 26 (base 22) |
| Magic | 12 (base 10) |
| Willpower | 30 (base 26) |
| Cunning | 29 (base 12) |
Resources
| Life | -50/741 |
| Steam | 100/100 |
| Stamina | 180/195 |
| Equilibrium | 70 |
| Healing Factor | 0.78055708769991 |
| Regeneration | 67.69027348189 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.54510541169% |
| Spell | 0% |
| Global | +72.625698324022% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 27 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Lightning | +21% |
| Light | +6% |
| Cold | +12% |
| Blight | +12% |
| Physical | +6% |
| Mind | +23% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.339954038192 (100%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 21 |
| Physical Save | 34 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Physical | -9%( 70%) |
| Cold | + 20%( 70%) |
| All | -20%( 70%) |
| Darkness | -16%( 70%) |
| Light | -16%( 70%) |
| Temporal | -8%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 69%( 70%) |
| Fire | + 9%( 70%) |
| Nature | -16%( 70%) |
Defense: Immunities
| Pinning Resistance | 42% |
| Disarm Resistance | 90% |
| Bleed Resistance | 40% |
| Confusion Resistance | 20% |
| Silence Resistance | 25% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| detrimental effect | The target is poisoned, taking 76.98 nature damage per turn. Healing received is reduced by 59%. Damage dealt is reduced by 16%. Deadly Poison |
| detrimental effect | Reduces global action speed by 37%. Slow |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is poisoned, taking 62.06 nature damage per turn. Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 81.48 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 17.00 acid damage per turn, reducing armour by 11 and attack by 11. Acid Splash |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 honey tree root. * You've found the needed black mamba head. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mysticism. 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' 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 skeleton mage skull. * You've found the needed bear paw. * '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.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of dwarven-steel boots 'Eletira' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +2 Cun / +4 Con Changes damage: +6% physical Physical save: +10 (+5 eff.) Mental save: +13 (+6 eff.) Silence immunity: +25% Confusion immunity: +20% Stun/Freeze immunity: +24% Life regen: +1.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Aryretha the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +6 Cun / +1 Wil Changes resistances penetration: +5% acid Psi when hit: +0.08 Maximum life: +45.00 Light radius: +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 | Harimas the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Dex / +5 Wil / +7 Cun Changes resistances: +6% acid Mental save: +9 (+4 eff.) Infravision radius: +1 A cap made of leather. |
| Tool | ash totem of summon tentacle 'Gloryyada' [power 155] (33/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes damage: +12% blight It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 318 Base Damage: 169 Armor: 0 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Cracklerip'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +25% lightning / +23% mind / +3% nature Changes damage: +11% lightning / +23% mind Maximum life: +40.00 Rings can have magical properties. |
| On fingers | Islyvea the steel ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid / +3% darkness / +24% cold / +3% fire / +20% lightning Changes damage: +11% acid / +12% cold / +10% lightning Disease immunity: +10% Only die when reaching: -40.00 life Infravision radius: +1 Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | voratun battleaxe of erosion (58.5-87.75 power, 12 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 100% Damage (Melee): +9 nature Massive two-handed battleaxes. |
| On hands | iron gauntlets 'Glareborn' (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Damage when hit (Melee): 2 mind Changes stats: +2 Str Changes resistances: +3% mind Changes damage: +6% light Talent granted: +2 Iron Grip Spell save: +9 (+5 eff.) Disarm immunity: +70% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ulivor (0 def, 14 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Armour Hardiness: +20% Fatigue: +26% Changes resistances: +7% acid / +17% fire / +7% cold / +6% physical Allows you to breathe in: water Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Pinning immunity: +20% Stun/Freeze immunity: +10% A suit of armour made of metal plates. |
| Cloak | Radiancenigh (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes resistances: +24% lightning / +3% fire / +3% light Disarm immunity: +20% Stun/Freeze immunity: +40% Maximum life: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +40% Pinning immunity: +22% Knockback immunity: +20% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 148 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Prismatic Rune (6 turns; acid, physical, arcane, cold, nature, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 arcane, 5 cold, 3 nature, 4 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of mastery (0.11 Spell / Undead drake)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.11 Spell / Undead drake Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
Poxreeve the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +3% nature / +28% cold Changes damage: +3% nature / +11% cold Spell save: +22 (+11 eff.) Maximum stamina: +26.00 Rings can have magical properties. |
Flowerraptor the linen cloak (4 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +2 Str / +1 Dex Changes resistances: +0% lightning / +12% cold / +3% nature Changes damage: +3% nature Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethirevea the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Str / +4 Cun / +2 Con Changes resistances penetration: +5% acid Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unlightbane the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% mind / +9% darkness Changes damage: +3% mind Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+2 eff.) A pair of boots made of leather. |
Nightslice (13 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +13 (+13 eff.) Changes stats: +6 Dex Changes resistances: +15% lightning / +9% darkness Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
Turolin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun Changes resistances: +7% cold Changes resistances penetration: +10% mind Allows you to breathe in: water Mental save: +9 (+4 eff.) Equilibrium when hit: +0.08 Mindpower: +9 (+4 eff.) A cap made of leather. |
steel plate armour 'Porira' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances: +15% blight / +10% arcane / +12% darkness Changes damage: +3% temporal Spell save: +10 (+5 eff.) Life regen: +3.00 Maximum life: +24.00 Light radius: +2 Healing mod.: +11% A suit of armour made of metal plates. |
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. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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 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) 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. |
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. |
7 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. |
3 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Axc the Ogre Wyrmic level 9
3rd Flare 122nd year of Ascendancy at 09:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Axc the Ogre Wyrmic level 10
3rd Dusk 122nd year of Ascendancy at 09:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Axc the Ogre Wyrmic level 5
4th Mirth 122nd year of Ascendancy at 01:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Axc the Ogre Wyrmic level 8
8th Mirth 122nd year of Ascendancy at 08:19 see stats
Log
Axc is not dazed anymore.
Talent Acidic Spray is ready to use.
Talent Ice Claw is ready to use.
Deadly Poison from Assassin Lord hits Axc for 51 nature damage.
Assassin Lord is free from the illness.
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against Axc!
Axc is covered in acid!
Axc is poisoned!
Axc slows down.
Assassin Lord hits Axc for 38 nature, 13 darkness, 36 nature, 16 darkness (103 total damage).
Melee retaliation hits Assassin Lord for 6 lightning, 15 cold, 1 mind, 6 lightning, 15 cold, 1 mind (42 total damage).
Axc gains 1% of a turn from Ancestral Life.
Axc receives 116 healing.
Talent Wing Buffet is ready to use.
Talent Sudden Growth is ready to use.
Acid Splash from Assassin Lord hits Axc for 10 acid damage.
Deadly Poison from Assassin Lord hits Axc for 71 nature damage.
Poison from Assassin Lord hits Axc for 57 nature damage.
Assassin Lord performs a melee critical strike against Axc!
Assassin Lord hits Axc for 23 physical, 16 darkness, 12 physical, 16 darkness (67 total damage).
Melee retaliation hits Assassin Lord for 6 lightning, 15 cold, 1 mind, 6 lightning, 15 cold, 2 mind (43 total damage).
Axc feels pain again.
Acid Splash from Assassin Lord hits Axc for 10 acid damage.
Deadly Poison from Assassin Lord hits Axc for 71 nature damage.
Poison from Assassin Lord hits Axc for 57 nature damage.
You fail to use Sudden Growth due to your equilibrium!
Saving game...





















































































