










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Steamtech UI 1.1.4 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 19 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Zubara the black jelly at level 19 on the 60th Haze 122nd year of Ascendancy at 05:03 / 1 |
Primary Stats
| Strength | 18 (base 11) |
| Dexterity | 12 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 62 (base 46) |
| Willpower | 52 (base 20) |
| Cunning | 40 (base 29) |
Resources
| Life | -4/326 |
| Mana | 41/436 |
| Soul | 7/12 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 1.7802631578948 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 39.286009934143 |
| See Invisible | 39.286009934143 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 6 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Acid | +9% |
| Fire | +21% |
| Darkness | +58% |
Offense: Damage Penetration
| Temporal | +5% |
| Darkness | +40% |
Defense: Base
| Armour (hardiness) | 41 (35%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 4 |
| Physical Save | 20 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| Acid | 3%( 70%) |
| Blight | 6%( 70%) |
| Arcane | 22%( 70%) |
| Cold | 17%( 70%) |
| All | 0%( 70%) |
| Darkness | 31%( 70%) |
| Light | 6%( 70%) |
| Mind | 9%( 70%) |
| Physical | 22%( 70%) |
| Fire | 6%( 70%) |
| Nature | 3%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Bleed Resistance | 5% |
| Confusion Resistance | 10% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 934% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 554% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 9% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target has been revealed, reducing its stealth power by 17. Luminescence |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| beneficial effect | Darkness damage increased by 15%. Born into Magic |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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&039;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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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. * 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&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. * &039; | 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 within3 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. | done |
Equipment
| On feet | Balugrim the Offalworth (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% darkness / +5% arcane Blindness immunity: +20% Cut immunity: +5% Infravision radius: +2 A pair of boots made of leather. |
| Light source | AlobarInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+3 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +4 Wil Changes resistances: +3% blight / +6% light Changes damage: +9% acid Critical mult.: +11.00% 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. |
| On head | Relgokalthomas (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% blight / +9% mind / +3% acid Changes damage: +3% blight Confusion immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +15% Mindpower: +4 (+1 eff.) A cap made of leather. |
| Tool | 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 19 power out of 14/25) : Effective talent level: 3.0 Power cost: 19 out of 14/25. 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 10 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. |
| On fingers | Lisybrelaith the DoursliceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +25% darkness Changes damage: +21% fire Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
| On fingers | XelaithPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +10 Wil / +10 Mag Changes resistances: +22% darkness Changes resistances penetration: +5% temporal Changes damage: +11% darkness / +6% blight Spellpower: +11 (+4 eff.) Rings can have magical properties. |
| Around waist | Mayamissra the EclipsestreakerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 nature Changes resistances: +6% fire / +3% nature / +6% cold Changes resistances penetration: +15% darkness Changes damage: +12% darkness A belt that goes around your waist. |
| In main hand | yew vilestaff &039; (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +5% Defense: +13 (+6 eff.) Damage (Melee): 7 % chance of confusion Changes stats: +1 Dex / +4 Wil / +4 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +21 (+7 eff.) Spell crit. chance: +3% Damage Shield penetration: +14% It can be used to conjure elemental energy in a radius 6 cone, dealing 29.11 to 34.93 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 28 power out of 53/60) : Effective talent level: 2.0 Power cost: 28 out of 53/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
Inventory
healing infusion of the psychic (heal 164)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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. |
Ulfamasin the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +5 Str / +5 Dex / +6 Wil Changes damage: +21% mind Maximum hate: +4.00 Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +27% Life regen: +1.60 Rings can have magical properties. |
Glareoracle the ash starstaff (111% power, 3 apr, fire element) =CON=Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Physical crit. chance: +6.0% Changes stats: +8 Con Changes resistances: +3% fire Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +1.60 Spellpower: +14 (+5 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt &039; =AIR=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight / +15% cold Disease immunity: +5% Stun/Freeze immunity: +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Velira (0 def, 1 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +8 Str / +1 Dex / +4 Cun A cap made of leather. |
Xaniwyn the iron helm (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +5% cold / +6% fire Physical save: +6 (+3 eff.) Poison immunity: +5% Confusion immunity: +15% Stun/Freeze immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
2 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. |
Ce&Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes damage: +3% mind Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Lowers spell cool-downs by: 10% Mindpower: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (109 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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), costing 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. |
Rod of Recall (2/2)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 185 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Zarain [power 115] (9/19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +3% temporal / +6% fire Maximum wards: +3 acid / +4 nature / +4 light Talent granted: +2 Ward Spell save: +10 (+5 eff.) It can be used to heal a target within range 8 (based on Willpower) for 115, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Maeth the Higher Necromancer level 15
68th Dusk 122nd year of Ascendancy at 22:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Maeth the Higher Necromancer level 10
7th Dusk 122nd year of Ascendancy at 04:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Maeth the Higher Necromancer level 18
14th Haze 122nd year of Ascendancy at 03:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Maeth the Higher Necromancer level 16
1st Time of Equilibrium 122nd year of Ascendancy at 16:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Maeth the Higher Necromancer level 8
3rd Dusk 122nd year of Ascendancy at 16:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Maeth the Higher Necromancer level 8
9th Flare 122nd year of Ascendancy at 14:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Maeth the Higher Necromancer level 14
46th Dusk 122nd year of Ascendancy at 22:15 see stats
Log
Something hits Maeth for 2 darkness damage.
Something hits Maeth for 3 arcane, 1 darkness (4 total damage).
Zubara the black jelly uses Rampage.
Zubara the black jelly begins rampaging!
Maeth resists the mind attack!
Void Echoes from Porana the void horror hits Maeth for 18 mind damage.
Maeth uses Track.
Maeth damages herself through Martyrdom!
Something hits Maeth for 2 darkness damage.
Something hits Maeth for 2 darkness damage.
Something hits Maeth for 2 darkness damage.
Porana the void horror casts Rune: Manasurge.
Porana the void horror starts to surge mana.
Maeth damages herself through Martyrdom!
Bane of Confusion from Maeth hits Rogue for 27 darkness damage.
Impending Doom from Maeth hits Porana the void horror for (10 dissipated), 58 arcane (58 total damage).
Bane of Blindness from Maeth hits Porana the void horror for (5 dissipated), 12 darkness (12 total damage).
Rogue hits Maeth for 2 darkness damage.
Porana the void horror hits Maeth for 3 arcane, 1 darkness (4 total damage).
Zubara the black jelly uses Slime Spit.
Zubara the black jelly&
Maeth damages herself through Martyrdom!
Maeth hits Large white snake for 8 temporal, 12 nature, 13 darkness (33 total damage).
Large white snake hits Maeth for 12 physical, 1 temporal, 1 nature, 1 darkness (14 total damage).
The protective shield of Maeth disappears.
Maeth has survived the void madness.
Saving done.
Saving done.
Saving game...

































































