










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 29 / 82% |
| Size | big |
| Lifes / Deaths | Killed by dreaming horror at level 29 on the 58th Regrowth 123rd year of Ascendancy at 09:57 / 1 |
Primary Stats
| Strength | 60 (base 48) |
| Dexterity | 89 (base 60) |
| Constitution | 21 (base 10) |
| Magic | 18 (base 16) |
| Willpower | 25 (base 10) |
| Cunning | 47 (base 15) |
Resources
| Life | -42/649 |
| Mana | 343/343 |
| Stamina | 91/232 |
| Healing Factor | 1.086387434555 |
| Regeneration | 1.4666230366492 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| See Stealth | 39.679862542722 |
| See Invisible | 50.679862542722 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 72 |
| Crit Chance | 42% |
| APR | 33 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +15% |
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 24 (38.536585365854%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 9.669446550417 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Lightning | + 30%( 70%) |
| Cold | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 9%( 70%) |
| Physical | -23%( 70%) |
| Fire | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Confusion Resistance | 20% |
| Disarm Resistance | 28% |
| Silence Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 239 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 334 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
| talent | Chant of Fortitude |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 23%. Distortion |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is being ravaged by distortion, taking 61.49 physical damage and is losing one physical effect turn. Ravage |
| detrimental effect | Fatigue from poor sleep, dealing 47.48 mind damage per turn. Restless Night |
| beneficial effect | The target is wide awake and has 39% resistance to sleep effects. Insomnia |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 30%. Exhaustion |
| detrimental effect | The target is in a deep sleep and unable to perform most actions. Every 131 damage it takes will reduce the duration of the effect by one turn. Slumber |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cold drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 249. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 ice ant stinger. * You've found the needed pouch of faeros ash. * '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.' 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 faerlhing fang. * You've found the needed green worm. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. 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 chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Darkbender (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +8 Str / +6 Cun / +10 Con Changes resistances: +3% blight / +9% acid Changes resistances penetration: +10% darkness / +15% acid Changes damage: +8% physical Physical save: +22 (+7 eff.) Mental save: +20 (+7 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | Layomira the Abyssstreak (20/20, 32-44.8 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon crit: * wounds the target for 7 turns: 17 bleeding, 62% reduced healing Damage (Ranged): +17 bleed / +36 fire Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +20 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Daimitomnir the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +10% mind / +5% temporal Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +6 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 | Belenne (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +4 Wil / +3 Cun Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Muruikan' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +6 Damage when hit (Melee): 16 physical Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances: +12% lightning Spell save: +6 (+3 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +6 Dex Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +17% acid / +14% fire / +18% cold / +18% lightning Spell save: +3 (+1 eff.) Silence immunity: +27% Disarm immunity: +28% Confusion immunity: +10% Pinning immunity: +26% Knockback immunity: +40% Mana each turn: +0.18 Maximum life: +23.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +8 Dex / +7 Cun / +7 Lck Trap disarming bonus: +13 Stealth bonus: +8 Mental crit. chance: +9% Infravision radius: +3 A belt that goes around your waist. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.6 Power cost: 5 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Elenudolen (8 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +4 Defense: +8 (+3 eff.) Fatigue: +7% Damage (Melee): 9 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +1 Dex / +1 Wil / +1 Cun Changes resistances: +31% acid / +14% fire Stamina each turn: +0.50 See invisible: +12 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 111 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Brodeleg the cashmere cloak (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str / +5 Wil / +2 Cun / +1 Con Physical save: +10 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Inventory
movement infusion of the duelist (836% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 836% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1010% regen over 10 turns; 50 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1010% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cuthadezor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +3% blight / +7% physical / +6% temporal Physical save: +9 (+3 eff.) Life regen: +0.80 Stamina each turn: +0.30 Amulets can have magical properties. |
quiver of yew arrows of annihilation (16/16, 39.5-55.3 power, 16 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 39.5 - 55.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.0% Capacity: 16 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +2 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.aquamarine 0.00 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. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 30 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Tarryhir the Offalrage (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +5 Cun Changes resistances: +16% nature / +9% lightning Changes resistances penetration: +25% nature Changes damage: +17% nature Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (3/3)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 122 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. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Reesie the Cornac Archer level 16
8th Haze 122nd year of Ascendancy at 18:59 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Reesie the Cornac Archer level 20
70th Haze 122nd year of Ascendancy at 12:53 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Reesie the Cornac Archer level 7
6th Dusk 122nd year of Ascendancy at 14:00 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Reesie the Cornac Archer level 17
48th Haze 122nd year of Ascendancy at 20:18 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reesie the Cornac Archer level 26
39th Regrowth 123rd year of Ascendancy at 00:37 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Reesie the Cornac Archer level 16
8th Haze 122nd year of Ascendancy at 19:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Reesie the Cornac Archer level 10
31st Dusk 122nd year of Ascendancy at 00:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Reesie the Cornac Archer level 20
70th Haze 122nd year of Ascendancy at 02:03 see stats
May the 4th be with you!
.By Reesie the Cornac Archer level 16
34th Haze 122nd year of Ascendancy at 12:48 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Reesie the Cornac Archer level 13
54th Dusk 122nd year of Ascendancy at 07:11 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Reesie the Cornac Archer level 28
53rd Regrowth 123rd year of Ascendancy at 01:18 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Reesie the Cornac Archer level 13
50th Dusk 122nd year of Ascendancy at 15:38 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Reesie the Cornac Archer level 16
8th Haze 122nd year of Ascendancy at 18:59 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Reesie the Cornac Archer level 22
8th Decay 122nd year of Ascendancy at 15:13 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Reesie the Cornac Archer level 9
18th Dusk 122nd year of Ascendancy at 23:10 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Reesie the Cornac Archer level 22
7th Decay 122nd year of Ascendancy at 21:49 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Reesie the Cornac Archer level 25
33rd Regrowth 123rd year of Ascendancy at 12:37 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Reesie the Cornac Archer level 18
49th Haze 122nd year of Ascendancy at 06:21 see stats
Log
Dreaming horror receives 2 healing (2 psi heal).
Dreaming horror uses Dream Walk.
Reesie deactivates Aim.
Restless Night from Dreaming horror hits Reesie for 56 mind damage.
Ravage from Dreaming horror hits Reesie for 89 physical damage.
Dreaming horror's deep wound closes.
Dreaming horror receives 2 healing (2 psi heal).
Dreaming horror uses Slumber.
Reesie is in a deep sleep.
Reesie is not stunned anymore.
Talent Flare is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Restless Night from Dreaming horror hits Reesie for 56 mind damage.
Ravage from Dreaming horror hits Reesie for 89 physical damage.
Dreaming horror receives 4 healing (5 psi heal).
You are asleep and unable to move!
You are asleep and unable to move!
Reesie uses Evasion.
Reesie tries to evade attacks.
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Reesie is no longer evading attacks.
Saving game...






































































