
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 24 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Cyroma the mean looking elven guard at level 24 on the 17th Haze 122nd year of Ascendancy at 16:25 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 21 (base 11) |
| Constitution | 51 (base 43) |
| Magic | 72 (base 54) |
| Willpower | 12 (base 10) |
| Cunning | 30 (base 13) |
Resources
| Life | -45/565 |
| Positive | 0/119 |
| Insanity | 42/100 |
| Healing Factor | 1.4682805429864 |
| Regeneration | 109.54841131222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +17.268086021979% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 8 |
| See Invisible | 9 |
| Stealth | 21.01257057414 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 21 |
| Crit Chance | 28% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 39% |
| Speed | 0.85274692708174 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Temporal | +18% |
| Nature | +12% |
| Arcane | +9% |
| Darkness | +59% |
| All | +0% |
Offense: Damage Penetration
| Arcane | +25% |
| Darkness | +50% |
| Mind | +20% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 49.954296399016 (35.629139072848%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 6 |
| Physical Save | 48 |
| Spell Save | 57 |
| Mental Save | 53 |
Defense: Resistances
| Acid | 38%( 70%) |
| Blight | 18%( 70%) |
| Arcane | 23%( 70%) |
| Cold | 42%( 70%) |
| All | 15%( 70%) |
| Darkness | 24%( 70%) |
| Temporal | 27%( 70%) |
| Lightning | 20%( 70%) |
| Nature | 30%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 10% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 159 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Void Stars |
| talent | Power Overwhelming |
| talent | Atrophy |
| detrimental effect | The target is wasting away from entropic forces, taking 23 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned and sick, doing 38.46 nature damage per turn. All damage it does is reduced by 22%. Numbing Poison |
| beneficial effect | Increases spellcast speed by 17%. 10 Temporal Feast |
| beneficial effect | Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 66.76 life per turn. Regeneration |
| beneficial effect | The target is out of phase with reality, increasing defense by 8, resist all by 8%, and reducing the duration of detrimental timed effects by 5%. Out of Phase |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target assumes the form of a dĂșathedlen. Corruption of the Doomed |
| beneficial effect | The target has 30 increased saves and defense, 15% increased critical chance, and 12% chance to avoid all damage. 10 Jinx |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons&039;ve used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; The Brotherhood of Alchemists* &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039;ll just have to find another.&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; * You&WHITELIGHT_GREEN039;ve found the needed orc heart. * &039;t much matter. The last ten inches or so should do nicely.&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. | 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 |
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 | Aerolle (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +2 Cun / +2 Con Changes resistances: +3% blight / +3% darkness / +6% lightning Physical save: +13 (+4 eff.) Spell save: +30 (+8 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +0.60 Maximum stamina: +16.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes resistances: +18% acid Changes resistances penetration: +10% darkness Changes damage: +6% acid Maximum life: +41.00 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 | shielding linen wizard hat of nature (+18%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +18% nature Changes damage: +12% nature Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Salytira the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +6 Str / +2 Dex / +3 Mag / +2 Cun Changes resistances: +6% acid Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +3% acid / +6% temporal Changes damage: +12% acid Physical save: +9 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +0.80 Spellpower: +6 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| On fingers | HalithelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +12 (+6 eff.) Armour: +6 Changes stats: +5 Str / +5 Con Stamina each turn: +0.40 Rings can have magical properties. |
| Around waist | rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +21% cold Trap disarming bonus: +8 Stealth bonus: +5 Mental save: +6 (+2 eff.) Blindness immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +20% Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Yvithra the Brightsweep (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 arcane When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +5% arcane Changes damage: +9% arcane / +30% darkness Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.44 Spellpower: +37 (+9 eff.) Spell crit. chance: +12% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle&Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | rejuvenating reinforced leather armour of Eyal (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Life regen: +6.80 Stamina each turn: +1.50 Maximum life: +66.00 Healing mod.: +19% A suit of armour made of leather. |
| Cloak | Jetstriker (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +5% arcane / +11% cold Changes resistances penetration: +25% arcane / +15% darkness Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | AdomibaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Dex Changes resistances penetration: +20% mind Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +9 Amulets can have magical properties. |
Inventory
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
AragrimPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Blindness immunity: +24% Life regen: +0.40 Maximum stamina: +25.00 Infravision radius: +4 See stealth: +11 See invisible: +10 Healing mod.: +10% Rings can have magical properties. |
potent yew starstaff of might (27-32.4 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 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: Changes damage: +27% darkness Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
verdant silk robe of power (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Con Changes damage: +14% nature / +11% all Poison immunity: +26% Disease immunity: +28% Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belyna the pair of iron boots (3 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 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +0% Changes stats: +3 Str / +2 Cun / +2 Con Grants telepathy: Demon/Minor Demon/Major See invisible: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +1.00 Maximum life: +44.00 Healing mod.: +12% A suit of armour made of leather. |
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. |
95 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 (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 264/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&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. |
4 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. |
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 Zenalla the Doomelf Cultist of Entropy level 10
8th Flare 122nd year of Ascendancy at 23:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zenalla the Doomelf Cultist of Entropy level 21
6th Haze 122nd year of Ascendancy at 07:48 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Zenalla the Doomelf Cultist of Entropy level 6
79th Pyre 122nd year of Ascendancy at 15:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zenalla the Doomelf Cultist of Entropy level 10
8th Flare 122nd year of Ascendancy at 23:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zenalla the Doomelf Cultist of Entropy level 20
72nd Dusk 122nd year of Ascendancy at 14:04 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zenalla the Doomelf Cultist of Entropy level 17
56th Dusk 122nd year of Ascendancy at 06:34 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zenalla the Doomelf Cultist of Entropy level 3
77th Pyre 122nd year of Ascendancy at 03:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zenalla the Doomelf Cultist of Entropy level 9
1st Summertide 122nd year of Ascendancy at 07:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zenalla the Doomelf Cultist of Entropy level 6
5th Mirth 122nd year of Ascendancy at 05:37 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zenalla the Doomelf Cultist of Entropy level 21
5th Haze 122nd year of Ascendancy at 16:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zenalla the Doomelf Cultist of Entropy level 14
27th Dusk 122nd year of Ascendancy at 09:15 see stats
Log
Mean looking elven guard activates Secrets of the Eternals.
Zenalla casts Dark Whispers.
Mean looking elven guard is haunted by the void!
Elven guard is haunted by the void!
Zenalla loses 2 health to the entropy.
Zenalla&039;s Steady Shot, converting it into entropy!
Your shield crumbles under the damage!
The shield around Zenalla crumbles.
Zenalla is poisoned!
Cyroma the mean looking elven guard&fbd578LASTWHITESLATELASTWHITELASTLASTfbd578LASTLIGHT_GREENLASTLASTCRIMSONLASTGREYLASTLASTGREYLASTLASTLIGHT_STEEL_BLUELASTLASTGREYLASTLASTLIGHT_STEEL_BLUELASTLASTGREYLASTLASTLIGHT_STEEL_BLUELASTLASTLIGHT_REDLASTLASTLASTLASTZenalla loses 7 health to the entropy.
Numbing Poison from Cyroma the mean looking elven guard hits Zenalla for 27 nature damage.
Cyroma the mean looking elven guard uses Headshot.
Your corruption explodes around mean looking elven guard!
Zenalla&039;s Headshot, converting it into entropy!
Saving game...





















































































