










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!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! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 14 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Zubina the dredge at level 14 on the 47th Dusk 122nd year of Ascendancy at 15:45 / 1 |
Primary Stats
| Strength | 60 (base 27) |
| Dexterity | 60 (base 39) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -77/368 |
| Stamina | 106/139 |
| Healing Factor | 1.4826086956522 |
| Regeneration | 7.9319565217391 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 42 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Blight | +4% |
| Nature | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 17 (38.536585365854%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 4.669446550417 |
| Physical Save | 27 |
| Spell Save | 11 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 20%( 70%) |
| Nature | + 36%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 16.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is wasting away, taking 10.10 temporal damage per turn. Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
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 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 green worm. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed length of troll intestine. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Morbusmistress the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +25% nature ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +10% temporal +6% nature ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | self-loading quiver of ash arrows of accuracy (5/15, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Acc +8 Apr +7 Crit +1.5% Capacity 15 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
| Light source | Lisotta2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 Infravis +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 | Lisebretha the Shinethorn (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +5% light Melee Ret 8 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) Heal/summ +10 A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +0.80 Stun/Frz- +23% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | mighty ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +12 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | troll-hide cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% lightning Max.HP +39.00 HP.reg +4.30 Heal.mod +15% A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Inventory
sun infusion of the psychic (rad 5; power 34; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 15; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 8; power 23; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 9; power 28; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
starlit copper amulet of mastery (0.11 Technique / Combat veteran)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% ---------- misc Masteries +0.11 Technique/Combat veteran Amulets can have magical properties. |
steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets can have magical properties. |
Silaba the Infernobreak (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold +8 darkness +8 fire On Hit.r1 +8 fire While equipped: dps ---------- Res.pen +15% darkness Melee Ret 16 fire ----- def ----- Resists +6% fire Massive two-handed battleaxes. |
Xanerenn the Sunmaim (19-28.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature +10 temporal On Hit.r1 +10 fire While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Resists +3% light +2% physical Massive two-handed battleaxes. |
steel battleaxe (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +2% darkness Melee Ret 3 mind 2 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic vined mindstar of nightfall (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.0 - 4.4 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +6.0% Atk.spd 100% On Hit: * Slows global speed by 5% * 5% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +9% darkness Res.pen +4% darkness ----- def ----- Resists +7% darkness Blind- +14% ---------- misc Masteries +0.20 Cursed/Darkness Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of the jelly (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ereluyadar the elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness +9% mind On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+3 eff.) Resists +15% cold +3% nature +12% temporal Spell.save +12 (+10 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
Eremoromikhad the Forestquick (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 nature On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% arcane Melee Ret 16 mind On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) Resists +6% mind ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 18.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 18.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (19-22.8 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+6 eff.) Dmg.mod +19% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gunosantir the iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% arcane Acc +7 (+3 eff.) ----- def ----- Defense +12 (+6 eff.) Rng.Def +6 (+3 eff.) Resists +6% blight Cut- +15% Disarm- +22% Confus- +15% ---------- misc Mana/turn +0.08 One-handed war axes. |
hateful steel waraxe (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living One-handed war axes. |
Bethota the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +10 Dex +2 Mag +2 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Elata' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +12% acid +3% temporal +12% cold +16% fire +3% nature +5% arcane A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balyzor (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Fatigue +2% Resists +6% acid +6% nature +12% light ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal A pair of boots made of leather. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +1% Resists +5% cold +6% fire A pair of boots made of leather. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Disarm- +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nuth the linen wizard hat (10 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Defense +10 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +11% mind +3% physical Max.HP +30.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 12.46 to 37.39 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
linen wizard hat 'Deepsjeer' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +6% arcane Melee Ret 8 darkness ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +5% arcane +18% light A pointy cloth hat, very wizardly... |
cured leather armour of resilience (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +20.00 A suit of armour made of leather. |
rough leather armour of resilience (1 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +20.00 A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
spiked hardened leather armour of Toknor (3 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
spiked rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% acid A suit of armour made of leather. |
steel plate armour of cold resistance (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
143 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+4 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +5 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots (22/23, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (13/13, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Normal] Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 13 Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bowromiriam the Skeleton Archer level 11
26th Dusk 122nd year of Ascendancy at 21:09 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bowromiriam the Skeleton Archer level 10
1st Dusk 122nd year of Ascendancy at 17:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bowromiriam the Skeleton Archer level 10
5th Dusk 122nd year of Ascendancy at 15:26 see stats
Log
Zubina the dredge hits Bowromiriam for 213 physical, 6 arcane, 5 darkness, 6 temporal, 5 arcane (236 total damage).
Bowromiriam hits Zubina the dredge for (11 resist armour), 0 blight, (3 resist armour), 0 mind (0 total damage).
Zubina the dredge receives 38 healing.
Bowromiriam casts Rune: Shielding.
A shield forms around Bowromiriam.
Bowromiriam shoots!
Bowromiriam's Shoot hits Zubina the dredge for (12 resist armour), 9 physical, (3 resist armour), 0 lightning, (1 resist armour), 0 mind (9 total damage).
Zubina the dredge rearms.
Zubina the dredge is not silenced anymore.
Zubina the dredge receives 38 healing.
Bowromiriam shoots!
Bowromiriam's Shoot hits Zubina the dredge for (12 resist armour), 14 physical, (4 resist armour), 0 lightning, (2 resist armour), 0 mind (14 total damage).
Zubina the dredge casts Speed Sap.
Bowromiriam is wasting away!
Bowromiriam slows down.
Zubina the dredge speeds up.
Zubina the dredge hits Bowromiriam for (11 absorbed), 0 temporal (0 total damage).
Zubina the dredge is no longer out of phase.
Zubina the dredge receives 38 healing.
Wasting from Zubina the dredge hits Bowromiriam for (8 absorbed), 0 temporal (0 total damage).
Bowromiriam shoots!
Zubina the dredge resists the mind attack!
Bowromiriam's Shoot hits Zubina the dredge for (12 resist armour), 18 physical, (5 resist armour), 0 lightning, (1 resist armour), 0 mind (18 total damage).
Zubina the dredge throws a finishing uppercut.
Your shield crumbles under the damage!
The shield around Bowromiriam crumbles.
Saving game...


































































































