











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.6.6This 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 Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 28 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Penitence at level 25 on the 80th Haze 122nd year of Ascendancy at 20:01 / 2Killed by forest wight at level 28 on the 10th Decay 122nd year of Ascendancy at 13:01 |
Primary Stats
| Strength | 32 (base 11) |
| Dexterity | 70 (base 55) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 99 (base 60) |
Resources
| Life | -23/769 |
| Stamina | 189/189 |
| Healing Factor | 1.4663874345549 |
| Regeneration | 7.258617801046 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 49.493318879612 |
| See Invisible | 61.493318879612 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 65 |
| Crit Chance | 39% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Temporal | +3% |
| Fire | +9% |
| Arcane | +6% |
| Mind | +13% |
| All | 0% |
Offense: Damage Penetration
| Mind | +33% |
| Lightning | +13% |
| Fire | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 12 (49.309173272933%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Acid | + 18%( 70%) |
| Nature | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 9%( 70%) |
| Mind | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Pinning Resistance | 31% |
| Disarm Resistance | 67% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 697% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Leeching Poison |
| talent | Volatile Poison |
| detrimental effect | The target is on fire, taking 33.29 fire damage per turn. Burning |
| detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Stabbie. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Stabbie. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | Polonn (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Wil +4 Cun +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +3 Fatigue +2% Resists +3% acid Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +51.00 Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Erudas (0 def, 3 armour)1.5 T4 hands armor [Random Unique] Master While equipped: Stats +8 Str +9 Dex +3 Cun dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% arcane Acc +15 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +15% mind Phys.save +5 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +19 Apr +15 Crit +22.0% Atk.spd 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lisoma the Scorpionterror (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil +1 Cun +3 Con dps ---------- Dmg.mod +8% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% nature ---------- misc Light +2 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Searnail0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +9% fire +3% temporal Res.pen +15% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Max.HP +39.00 Silence- +40% Disarm- +47% Pinning- +31% Knockbk- +42% ---------- misc Mana/turn +0.33 Rings can have magical properties. |
| On fingers | Layenn0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +7 Con dps ---------- Phys.pwr +21 (+7 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +13% mind Res.pen +25% mind Melee Ret 4 temporal ----- def ----- Resists +13% mind +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Belodar (36-46.8 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 36.0 - 46.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 light Against +30% Undead On Hit: 20% Curse of Impotence 5 While equipped: Stats +2 Mag dps ---------- Res.pen +8% all Acc +13 (+3 eff.) Apr +11 ----- def ----- Defense +10 (+3 eff.) Resists +9% cold Mind.save +3 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
| Around waist | Flashraven the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +1 Dex dps ---------- Res.pen +5% lightning ----- def ----- Fatigue -5% Resists +3% temporal Max.HP +20.00 Heal.mod +10% Silence- +10% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +22 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Max.HP +61.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +36.00 HP.reg +4.70 Heal.mod +10% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the sneak (speed 804%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 804% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 389; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 19%; mental; dur 3; cd 10)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 21; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 44; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% mind Confus- +20% Amulets can have magical properties. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets can have magical properties. |
insulating steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Heal.mod +12% Cut- +50% Heal: Puts all charms on 31 cooldown Level 2.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 254 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 44 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +24% Knockbk- +20% Rings can have magical properties. |
savior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +22 (+10 eff.) Confus- +32% Rings can have magical properties. |
titan's gold ring of blight (+12%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Phys.save +10 (+5 eff.) Rings can have magical properties. |
titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +6 Con ----- def ----- Phys.save +12 (+6 eff.) Mind.save +7 (+3 eff.) Confus- +26% Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 79.86 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
plaguebringer's dwarven-steel dagger of amnesia (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 13 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +12% Sharp, short and deadly. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +12 Con +12 Wil ----- def ----- Max.HP +23.00 Longbows are used to shoot arrows at your foes. |
caustic dwarven-steel mace of massacre (34.5-48.3 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +10 acid +5 nature While equipped: dps ---------- Res.pen +8% acid +11% nature Apr +8 Blunt and deadly. |
dwarven-steel waraxe 'Runymnir' (22.5-31.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +16 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: ----- def ----- Resists +6% blight +12% acid Mind.save +15 (+7 eff.) Heal.mod +20% Disarm- +20% ---------- misc Stam/turn +2.00 One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
focusing cashmere robe of fire (+27%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +18% fire ----- def ----- Resists +11% all +27% fire ---------- misc Mana/turn +0.15 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots 'Scummark' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +1 Fatigue -5% Resists +6% blight +9% nature +3% light Spell.save +6 (+3 eff.) Max.HP +33.00 ---------- misc Stam/turn +0.20 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +23% Confus- +20% Stun/Frz- +21% A pair of boots made of leather. |
Bethurath the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold Max.HP +40.00 HP.reg +2.00 Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brodaran (0 def, 11 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Rare] Disrupt While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +20 (+6 eff.) Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +11 Fatigue +22% Resists +14% nature +15% blight A suit of armour made of metal plates. |
quiver of yew arrows of erosion (18/18, 30.5-42.7 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +15 nature Arrows are used with bows to pierce your foes to death. |
2 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. |
125 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Galothel (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex +1 Wil dps ---------- Dmg.mod +6% nature Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +5 (+1 eff.) Resists +11% nature ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Isonn the Eclipsewend (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid +12% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +9% darkness Phys.save +8 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +8 (+4 eff.) Max.HP +55.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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. |
6 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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 Stabbie the Cornac Rogue level 10
6th Dusk 122nd year of Ascendancy at 21:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Stabbie the Cornac Rogue level 19
27th Haze 122nd year of Ascendancy at 08:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Stabbie the Cornac Rogue level 10
6th Dusk 122nd year of Ascendancy at 21:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Stabbie the Cornac Rogue level 20
27th Haze 122nd year of Ascendancy at 13:56 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Stabbie the Cornac Rogue level 18
11st Haze 122nd year of Ascendancy at 23:11 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Stabbie the Cornac Rogue level 25
80th Haze 122nd year of Ascendancy at 20:03 see stats
Take you with me (Nightmare (Roguelike) difficulty)
Killed a boss while already dead.By Stabbie the Cornac Rogue level 25
80th Haze 122nd year of Ascendancy at 20:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Stabbie the Cornac Rogue level 9
8th Mirth 122nd year of Ascendancy at 05:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Stabbie the Cornac Rogue level 9
6th Mirth 122nd year of Ascendancy at 09:28 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Stabbie the Cornac Rogue level 26
3rd Decay 122nd year of Ascendancy at 08:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stabbie the Cornac Rogue level 19
27th Haze 122nd year of Ascendancy at 07:03 see stats
Log
Dolleg misses Stabbie.
Forest wight casts Mind Disruption.
Stabbie wanders around!.
Dolleg misses Stabbie.
Stabbie speeds up.
Forest wight casts Flame.
Stabbie is on fire!
Forest wight hits Stabbie for 100 fire damage.
Dolleg misses Stabbie.
Talent Track is ready to use.
Burning from Forest wight hits Stabbie for 33 fire damage.
Forest wight misses Stabbie.
Dolleg misses Stabbie.
Burning from Forest wight hits Stabbie for 33 fire damage.
Forest wight misses Stabbie.
Dolleg misses Stabbie.
Burning from Forest wight hits Stabbie for 33 fire damage.
Stabbie the level 28 cornac rogue was blazed to death by a forest wight on level 4 of Dreadfell.
Stabbie deactivates Volatile Poison.
Stabbie deactivates Leeching Poison.
Stabbie stops burning.
Stabbie deactivates Apply Poison.
Stabbie deactivates Trained Reactions.
Stabbie seems more focused.






















































































































